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Quick start
- Download the latest version from https://github.com/AdrienTD/XXL-Editor/releases (the xec-v***.zip file)
- Extract the zip (to a new empty folder)
- Launch the XXL-Editor.exe file
When you launch the editor, the screen shown above will appear. This is the project manager which lets you create and manage modding projects.
To mod the game, you first need to create a project file. This can be done by either the "Create mod project from patched XXL1/2 PC copy" or "Create mod project from existing files" buttons. Which one depends on the game you want to mod:
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"Create mod project from patched XXL1/2 PC copy" if you want to mod the original PC versions of XXL1 or XXL2. Both games have DRM that affect the game files (I might explain this later in another wiki page). Due to this, the editor won't be able to open the level files. Using this button will let you create a patched copy of the game which then can be opened and modified in the editor. The project file will also be automatically created and added to the project list.
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"Create mod project from existing files" for console versions of XXL1/2 and other games (including the remasters). These games don't have any DRM affecting the level files, hence no patching required. You create a project file by indicated the game version, platform and path to the game's folder. Then you save the project file which is then added in the project list.
Once a project file is created, it will be added automatically to the project list. Select the project then click "Open" (or double-click the project) to open the project and start messing with the game's levels!
Once you open a project, the editor will look like this:
Use the arrow keys or WASD keys to move the camera.
Hold the right mouse button or Numpad0 key and move the mouse to rotate the camera.
Click an object in the camera view to select it.
The selection also is marked with a gizmo:
Drag the arrows with the mouse to move the object. Hold Ctrl to rotate. Hold Shift to scale. You can also change the mode using the Move/Rotate/Scale radio buttons in the Main window.
Information about the selection is also displayed in the Main window.
Clicking the Details button will open the selection's corresponding window to manipulate it. For example, selecting a Wooden Crate and clicking the Details button will open the Beacons window where you can change the content of the selected crate.
The Main window is the first window opened by default. Here you can:
- Load a level: type the level number in the Level number field at the top and click Load.
- Save the level: clicking Save will save the level so that you can play in the game.
- Test the level: if a path to the GameModule is provided in the Project settings, the Test button appears. Clicking it will launch the game and automatically load the level indicated in the Level number field. (Note that there's a bug where it won't load the level automatically, in this case click the Test button again.)
- Camera settings allow you to change position, orientation, movement speed, depth range, Orthographic mode, Top-down view.
- Information about the selection.
- The Show sector field allows you to set which sector to render. -1 will render all sectors. The common sector (loading tunnels) are always rendered.
- Set of checkboxes which let you decide which kind of objects you want to show or hide.
At the top of the editor is a toolbar with icons. Every icon corresponds to a feature window that the editor provides. Clicking one of them will open the window.