I made a map using the smallgrid as my base. I want to rename it so I can upload it sometime down the road and not make it overwrite anything. Can someone tell me how to make it so the terrain is a separate terrain in the game?
Yes, I can. 1st way (Better) Or 2nd way (Not as good) (Might corrupt your level.) (smallgrid.mis) Code: //--- OBJECT WRITE BEGIN --- new SimGroup(MissionGroup) { canSave = "1"; canSaveDynamicFields = "1"; enabled = "1"; new ScatterSky() { skyBrightness = "30"; mieScattering = "0.0045"; sunSize = "1"; colorizeAmount = "1.2"; colorize = "0.427451 0.572549 0.737255 1"; rayleighScattering = "0.017"; sunScale = "0.996078 0.878431 0.678431 1"; ambientScale = "0.364706 0.423529 0.52549 1"; fogScale = "0.733333 0.823529 0.913726 1"; exposure = "15"; azimuth = "30"; elevation = "130"; moonAzimuth = "0"; moonElevation = "45"; castShadows = "1"; brightness = "1.3"; flareType = "BNG_SunFlare_1"; flareScale = "10"; nightColor = "0.0235294 0.0235294 0.0235294 1"; nightFogColor = "0.00392157 0.00392157 0.00392157 1"; moonEnabled = "1"; moonMat = "Moon_Glow_Mat"; moonScale = "0.03"; moonLightColor = "0.196078 0.196078 0.196078 1"; useNightCubemap = "1"; nightCubemap = "BNG_Sky_Space"; attenuationRatio = "0 1 1"; shadowType = "PSSM"; texSize = "1024"; overDarkFactor = "40000 18000 6000 1200"; shadowDistance = "800"; shadowSoftness = "0.2"; numSplits = "4"; logWeight = "0.98"; fadeStartDistance = "0"; lastSplitTerrainOnly = "1"; representedInLightmap = "0"; shadowDarkenColor = "0 0 0 -1"; includeLightmappedGeometryInShadow = "0"; position = "70.3971 4.53921 73.9923"; rotation = "1 0 0 0"; scale = "1 1 1"; canSave = "1"; canSaveDynamicFields = "1"; moonTexture = "core/art/skies/night/moon_wglow"; moonTint = "0.192157 0.192157 0.192157 1"; sunBrightness = "50"; }; new LevelInfo(theLevelInfo) { nearClip = "0.1"; visibleDistance = "2000"; decalBias = "0.0005"; fogColor = "0.741176 0.815686 0.92549 1"; fogDensity = "0.0005"; fogDensityOffset = "10"; fogAtmosphereHeight = "800"; canvasClearColor = "1 1 1 255"; ambientLightBlendPhase = "1"; ambientLightBlendCurve = "0 0 -1 -1"; advancedLightmapSupport = "0"; soundAmbience = "AudioAmbienceDefault"; soundDistanceModel = "Linear"; canSave = "1"; canSaveDynamicFields = "1"; [COLOR=#ff0000][B] desc0 = "Empty grid as far as the eye can see"; levelName = "Grid, Small, Pure";[/B][/COLOR] }; new GroundPlane() { squareSize = "16"; scaleU = "8"; scaleV = "8"; Material = "GroundGrid"; canSave = "1"; canSaveDynamicFields = "1"; position = "2.355672 -2.031166 0.000000"; }; }; //--- OBJECT WRITE END --- Change the stuff highlighted in red. For renaming in the code: do you see in the levels folder there are a few files and they all start with "smallgrid_" replace that with "yourlvlsname_" 360 NO SCOPE TIP: Name the folder whatever you called it the same Ex: if you called all your files "doritoslevel_" call your folder "doritoslevel" and also make sure to keep the names the same. Prow tipp:: mak sure u makee te nam wit oyt spaces!!11!!11111!!!! Example files before rename: Code: materials.cs smallgrid.mis smallgrid.mis.decals smallgrid_preview.png Files after rename: Code: materials.cs doritoslevel.mis doritoslevel.mis.decals doritoslevel_preview.png