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	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1520</id>
		<title>TFE Editor - Layout and Setup</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1520"/>
		<updated>2025-03-23T02:19:53Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you load a new level for the first time, you will see something like this. This has been annotated to show the different parts of the UI.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelEditorUI.jpg|left|frame|Level Editor UI]]&lt;br /&gt;
|}&lt;br /&gt;
For now, I am only going to cover the basics to get you started.&lt;br /&gt;
&lt;br /&gt;
=== Setup Test Options ===&lt;br /&gt;
Before you can test your level, you have to setup test options.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelMenu.jpg|left|frame|Level Menu]]&lt;br /&gt;
| [[File:TestOptions.jpg|left|frame|Test Options]]&lt;br /&gt;
|}&lt;br /&gt;
First, you must setup a port to run your level. Use the Browse buttons to select the executable of the desired port. If TFE is used, make sure that &#039;&#039;&#039;Dark Forces: Use TFE&#039;&#039;&#039; is checked, as that will add extra hidden command line options to make iteration faster.&lt;br /&gt;
&lt;br /&gt;
Next, you can add any additional command line arguments. Note that arguments to skip cutscenes and directly load the level are already used.&lt;br /&gt;
&lt;br /&gt;
Finally there are some options you can use when testing. Currently the difficulty options are not working, but &#039;&#039;&#039;No Enemies&#039;&#039;&#039; will remove any objects that are flagged as enemies when testing, this makes looking at the architecture and testing INF functionality easier.&lt;br /&gt;
&lt;br /&gt;
=== View and Change Shortcuts ===&lt;br /&gt;
You will want to review and possibly change the shortcuts keys used by the level editor. For that choose &#039;&#039;&#039;User Preferences&#039;&#039;&#039;, and then the Input tab. Other options are available, but they are bare bones for now.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UserPref-Input.jpg|left|thumb|User Preferences - Input]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saving and Loading ===&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelMenu.jpg|left|frame|Level Menu]]&lt;br /&gt;
|}&lt;br /&gt;
You can save using &#039;&#039;&#039;Save&#039;&#039;&#039; from the Level Menu. &#039;&#039;&#039;Reload&#039;&#039;&#039; loads the level from the last save. If you want to load another level, click on &#039;&#039;&#039;Close&#039;&#039;&#039; and then select the desired level in the &#039;&#039;&#039;Asset Browser&#039;&#039;&#039;. The TFE editor also autosaves every 10 minutes - you can find those saves in the &#039;&#039;&#039;Autosaves/&#039;&#039;&#039; directory that gets generated in your project folder.&lt;br /&gt;
&lt;br /&gt;
Finally, you can Create, Load, or Delete named snapshots using the &#039;&#039;&#039;Snapshots&#039;&#039;&#039; option.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Snapshot.jpg|left|frame|Snapshot Dialog]]&lt;br /&gt;
|}&lt;br /&gt;
To &#039;&#039;&#039;create&#039;&#039;&#039; a new snapshot, which captures the level as it is now, give it a name and optional notes. As shown in the image, the notes will be display as a tooltip when hovering the mouse over the snapshot in the list. To &#039;&#039;&#039;load&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039; a snapshot, select one from the list and hit the appropriate button. Hit &#039;&#039;&#039;Exit&#039;&#039;&#039; when done. Note that when loading from a snapshot your undo history is lost - the snapshot becomes the new root of the history.&lt;br /&gt;
&lt;br /&gt;
There is no hard limit to the number of snapshots but remember that they are full saves and the size can add up. It is a good idea to take snapshots at key points in development, not only as backups but also as reference.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
# [[TFE-EDITOR|The Force Engine Editor]]&lt;br /&gt;
# [[TFE Editor - Creating or Importing a Level|TFE Editor - Creating or Importing a Level]]&lt;br /&gt;
# [[TFE Editor - Layout and Setup|TFE Editor - Layout and Setup]]&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1519</id>
		<title>TFE Editor - Layout and Setup</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1519"/>
		<updated>2025-03-23T02:18:45Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you load a new level for the first time, you will see something like this. This has been annotated to show the different parts of the UI.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelEditorUI.jpg|left|frame|Level Editor UI]]&lt;br /&gt;
|}&lt;br /&gt;
For now, I am only going to cover the basics to get you started.&lt;br /&gt;
&lt;br /&gt;
=== Setup Test Options ===&lt;br /&gt;
Before you can test your level, you have to setup test options.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelMenu.jpg|left|frame|Level Menu]]&lt;br /&gt;
| [[File:TestOptions.jpg|left|frame|Test Options]]&lt;br /&gt;
|}&lt;br /&gt;
First, you must setup a port to run your level. Use the Browse buttons to select the executable of the desired port. If TFE is used, make sure that &#039;&#039;&#039;Dark Forces: Use TFE&#039;&#039;&#039; is checked, as that will add extra hidden command line options to make iteration faster.&lt;br /&gt;
&lt;br /&gt;
Next, you can add any additional command line arguments. Note that arguments to skip cutscenes and directly load the level are already used.&lt;br /&gt;
&lt;br /&gt;
Finally there are some options you can use when testing. Currently the difficulty options are not working, but &#039;&#039;&#039;No Enemies&#039;&#039;&#039; will remove any objects that are flagged as enemies when testing, this makes looking at the architecture and testing INF functionality easier.&lt;br /&gt;
&lt;br /&gt;
=== View and Change Shortcuts ===&lt;br /&gt;
You will want to review and possibly change the shortcuts keys used by the level editor. For that choose &#039;&#039;&#039;User Preferences&#039;&#039;&#039;, and then the Input tab. Other options are available, but they are bare bones for now.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UserPref-Input.jpg|left|thumb|User Preferences - Input]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saving and Loading ===&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelMenu.jpg|left|frame|Level Menu]]&lt;br /&gt;
|}&lt;br /&gt;
You can save using &#039;&#039;&#039;Save&#039;&#039;&#039; from the Level Menu. &#039;&#039;&#039;Reload&#039;&#039;&#039; loads the level from the last save. If you want to load another level, click on &#039;&#039;&#039;Close&#039;&#039;&#039; and then select the desired level in the &#039;&#039;&#039;Asset Browser&#039;&#039;&#039;. The TFE editor also autosaves every 10 minutes - you can find those saves in the &#039;&#039;&#039;Autosaves/&#039;&#039;&#039; directory that gets generated in your project folder.&lt;br /&gt;
&lt;br /&gt;
Finally, you can Create, Load, or Delete named snapshots using the &#039;&#039;&#039;Snapshots&#039;&#039;&#039; option.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Snapshot.jpg|left|frame|Snapshot Dialog]]&lt;br /&gt;
|}&lt;br /&gt;
To &#039;&#039;&#039;create&#039;&#039;&#039; a new snapshot, which captures the level as it is now, give it a name and optional notes. As shown in the image, the notes will be display as a tooltip when hovering the mouse over the snapshot in the list. To &#039;&#039;&#039;load&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039; a snapshot, select one from the list and hit the appropriate button. Hit &#039;&#039;&#039;Exit&#039;&#039;&#039; when done.&lt;br /&gt;
&lt;br /&gt;
There is no hard limit to the number of snapshots but remember that they are full saves and the size can add up. It is a good idea to take snapshots at key points in development, not only as backups but also as reference.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
# [[TFE-EDITOR|The Force Engine Editor]]&lt;br /&gt;
# [[TFE Editor - Creating or Importing a Level|TFE Editor - Creating or Importing a Level]]&lt;br /&gt;
# [[TFE Editor - Layout and Setup|TFE Editor - Layout and Setup]]&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1518</id>
		<title>TFE Editor - Layout and Setup</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1518"/>
		<updated>2025-03-23T02:15:03Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you load a new level for the first time, you will see something like this. This has been annotated to show the different parts of the UI.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelEditorUI.jpg|left|frame|Level Editor UI]]&lt;br /&gt;
|}&lt;br /&gt;
For now, I am only going to cover the basics to get you started.&lt;br /&gt;
&lt;br /&gt;
=== Setup Test Options ===&lt;br /&gt;
Before you can test your level, you have to setup test options.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelMenu.jpg|left|frame|Level Menu]]&lt;br /&gt;
| [[File:TestOptions.jpg|left|frame|Test Options]]&lt;br /&gt;
|}&lt;br /&gt;
First, you must setup a port to run your level. Use the Browse buttons to select the executable of the desired port. If TFE is used, make sure that &#039;&#039;&#039;Dark Forces: Use TFE&#039;&#039;&#039; is checked, as that will add extra hidden command line options to make iteration faster.&lt;br /&gt;
&lt;br /&gt;
Next, you can add any additional command line arguments. Note that arguments to skip cutscenes and directly load the level are already used.&lt;br /&gt;
&lt;br /&gt;
Finally there are some options you can use when testing. Currently the difficulty options are not working, but &#039;&#039;&#039;No Enemies&#039;&#039;&#039; will remove any objects that are flagged as enemies when testing, this makes looking at the architecture and testing INF functionality easier.&lt;br /&gt;
&lt;br /&gt;
=== View and Change Shortcuts ===&lt;br /&gt;
You will want to review and possibly change the shortcuts keys used by the level editor. For that choose &#039;&#039;&#039;User Preferences&#039;&#039;&#039;, and then the Input tab. Other options are available, but they are bare bones for now.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UserPref-Input.jpg|left|thumb|User Preferences - Input]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saving and Loading ===&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelMenu.jpg|left|frame|Level Menu]]&lt;br /&gt;
|}&lt;br /&gt;
You can save using &#039;&#039;&#039;Save&#039;&#039;&#039; from the Level Menu. &#039;&#039;&#039;Reload&#039;&#039;&#039; loads the level from the last save. If you want to load another level, click on &#039;&#039;&#039;Close&#039;&#039;&#039; and then select the desired level in the &#039;&#039;&#039;Asset Browser&#039;&#039;&#039;. The TFE editor also autosaves every 10 minutes - you can find those saves in the &#039;&#039;&#039;Autosaves/&#039;&#039;&#039; directory that gets generated in your project folder.&lt;br /&gt;
&lt;br /&gt;
Finally, you can Create, Load, or Delete named snapshots using the &#039;&#039;&#039;Snapshots&#039;&#039;&#039; option.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Snapshot.jpg|left|frame|Snapshot Dialog]]&lt;br /&gt;
|}&lt;br /&gt;
asdfasdf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
# [[TFE-EDITOR|The Force Engine Editor]]&lt;br /&gt;
# [[TFE Editor - Creating or Importing a Level|TFE Editor - Creating or Importing a Level]]&lt;br /&gt;
# [[TFE Editor - Layout and Setup|TFE Editor - Layout and Setup]]&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1517</id>
		<title>TFE Editor - Layout and Setup</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1517"/>
		<updated>2025-03-23T02:14:49Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you load a new level for the first time, you will see something like this. This has been annotated to show the different parts of the UI.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelEditorUI.jpg|left|frame|Level Editor UI]]&lt;br /&gt;
|}&lt;br /&gt;
For now, I am only going to cover the basics to get you started.&lt;br /&gt;
&lt;br /&gt;
=== Setup Test Options ===&lt;br /&gt;
Before you can test your level, you have to setup test options.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelMenu.jpg|left|frame|Level Menu]]&lt;br /&gt;
| [[File:TestOptions.jpg|left|frame|Test Options]]&lt;br /&gt;
|}&lt;br /&gt;
First, you must setup a port to run your level. Use the Browse buttons to select the executable of the desired port. If TFE is used, make sure that &#039;&#039;&#039;Dark Forces: Use TFE&#039;&#039;&#039; is checked, as that will add extra hidden command line options to make iteration faster.&lt;br /&gt;
&lt;br /&gt;
Next, you can add any additional command line arguments. Note that arguments to skip cutscenes and directly load the level are already used.&lt;br /&gt;
&lt;br /&gt;
Finally there are some options you can use when testing. Currently the difficulty options are not working, but &#039;&#039;&#039;No Enemies&#039;&#039;&#039; will remove any objects that are flagged as enemies when testing, this makes looking at the architecture and testing INF functionality easier.&lt;br /&gt;
&lt;br /&gt;
=== View and Change Shortcuts ===&lt;br /&gt;
You will want to review and possibly change the shortcuts keys used by the level editor. For that choose &#039;&#039;&#039;User Preferences&#039;&#039;&#039;, and then the Input tab. Other options are available, but they are bare bones for now.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UserPref-Input.jpg|left|thumb|User Preferences - Input]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saving and Loading ===&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelMenu.jpg|left|frame|Level Menu]]&lt;br /&gt;
|}&lt;br /&gt;
You can save using &#039;&#039;&#039;Save&#039;&#039;&#039; from the Level Menu. &#039;&#039;&#039;Reload&#039;&#039;&#039; loads the level from the last save. If you want to load another level, click on &#039;&#039;&#039;Close&#039;&#039;&#039; and then select the desired level in the &#039;&#039;&#039;Asset Browser&#039;&#039;&#039;. The TFE editor also autosaves every 10 minutes - you can find those saves in the &#039;&#039;&#039;Autosaves/&#039;&#039;&#039; directory that gets generated in your project folder.&lt;br /&gt;
&lt;br /&gt;
Finally, you can Create, Load, or Delete named snapshots using the &#039;&#039;&#039;Snapshots&#039;&#039;&#039; option.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Snapshot.jpg|left|frame|Snapshot Dialog]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
# [[TFE-EDITOR|The Force Engine Editor]]&lt;br /&gt;
# [[TFE Editor - Creating or Importing a Level|TFE Editor - Creating or Importing a Level]]&lt;br /&gt;
# [[TFE Editor - Layout and Setup|TFE Editor - Layout and Setup]]&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:Snapshot.jpg&amp;diff=1516</id>
		<title>File:Snapshot.jpg</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:Snapshot.jpg&amp;diff=1516"/>
		<updated>2025-03-23T02:13:53Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Snapshot Dialog&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1515</id>
		<title>TFE Editor - Layout and Setup</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1515"/>
		<updated>2025-03-23T02:06:19Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you load a new level for the first time, you will see something like this. This has been annotated to show the different parts of the UI.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelEditorUI.jpg|left|frame|Level Editor UI]]&lt;br /&gt;
|}&lt;br /&gt;
For now, I am only going to cover the basics to get you started.&lt;br /&gt;
&lt;br /&gt;
=== Setup Test Options ===&lt;br /&gt;
Before you can test your level, you have to setup test options.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelMenu.jpg|left|frame|Level Menu]]&lt;br /&gt;
| [[File:TestOptions.jpg|left|frame|Test Options]]&lt;br /&gt;
|}&lt;br /&gt;
First, you must setup a port to run your level. Use the Browse buttons to select the executable of the desired port. If TFE is used, make sure that &#039;&#039;&#039;Dark Forces: Use TFE&#039;&#039;&#039; is checked, as that will add extra hidden command line options to make iteration faster.&lt;br /&gt;
&lt;br /&gt;
Next, you can add any additional command line arguments. Note that arguments to skip cutscenes and directly load the level are already used.&lt;br /&gt;
&lt;br /&gt;
Finally there are some options you can use when testing. Currently the difficulty options are not working, but &#039;&#039;&#039;No Enemies&#039;&#039;&#039; will remove any objects that are flagged as enemies when testing, this makes looking at the architecture and testing INF functionality easier.&lt;br /&gt;
&lt;br /&gt;
=== View and Change Shortcuts ===&lt;br /&gt;
You will want to review and possibly change the shortcuts keys used by the level editor. For that choose &#039;&#039;&#039;User Preferences&#039;&#039;&#039;, and then the Input tab. Other options are available, but they are bare bones for now.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UserPref-Input.jpg|left|thumb|User Preferences - Input]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
# [[TFE-EDITOR|The Force Engine Editor]]&lt;br /&gt;
# [[TFE Editor - Creating or Importing a Level|TFE Editor - Creating or Importing a Level]]&lt;br /&gt;
# [[TFE Editor - Layout and Setup|TFE Editor - Layout and Setup]]&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE_Editor_-_Creating_or_Importing_a_Level&amp;diff=1514</id>
		<title>TFE Editor - Creating or Importing a Level</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE_Editor_-_Creating_or_Importing_a_Level&amp;diff=1514"/>
		<updated>2025-03-23T02:06:03Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Now it is time to create a level or import one into your project. For now, we will assume you called you mod MyMod - though any name will do. Make sure your project is created and loaded, you should see the name of the project at the top of the screen. Go to &#039;&#039;&#039;Asset Type&#039;&#039;&#039; (left, near the top) and choose &#039;&#039;&#039;Level&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You will note that the Asset List is now empty, you mod has no levels in it yet. If you wish to &#039;&#039;&#039;Import&#039;&#039;&#039; a level, uncheck &#039;&#039;&#039;Show Only Mod Levels&#039;&#039;&#039; to see any vanilla levels or levels included in your resources. You can select any of those levels and choose the &#039;&#039;&#039;Import&#039;&#039;&#039; option in the &#039;&#039;&#039;Asset Info&#039;&#039;&#039; section and the level will become part of your project.&lt;br /&gt;
&lt;br /&gt;
Most likely, though, you will want to create a new level. To do that simply hit the &#039;&#039;&#039;Create New Level&#039;&#039;&#039; button. You will be greeted with this dialog:&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:New Level.jpg|left|thumb|New Level]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; - the name of your level as it appears in the Agent menu. Note you can edit this at any time.&lt;br /&gt;
* &#039;&#039;&#039;Slot&#039;&#039;&#039; - which Dark Forces level slot will this occupy. This effects the game in various ways. You can have multiple levels in a project, but only one level per slot. If you don&#039;t know which to pick, SECBASE is a good default.&lt;br /&gt;
&lt;br /&gt;
After making your selections, click on &#039;&#039;&#039;Create Level&#039;&#039;&#039; and the level will now show up in your project, even if &#039;&#039;&#039;Show Only Mod Levels&#039;&#039;&#039; is checked. Select the level now and you should see this:&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelCreated.jpg|left|thumb|Selected New Level]]&lt;br /&gt;
|}&lt;br /&gt;
At this point, you can select &#039;&#039;&#039;Editor&#039;&#039;&#039; to start the level editor.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
# [[TFE-EDITOR|The Force Engine Editor]]&lt;br /&gt;
# [[TFE Editor - Creating or Importing a Level|TFE Editor - Creating or Importing a Level]]&lt;br /&gt;
# [[TFE Editor - Layout and Setup|TFE Editor - Layout and Setup]]&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1513</id>
		<title>TFE Editor - Layout and Setup</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1513"/>
		<updated>2025-03-23T00:02:53Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you load a new level for the first time, you will see something like this. This has been annotated to show the different parts of the UI.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelEditorUI.jpg|left|frame|Level Editor UI]]&lt;br /&gt;
|}&lt;br /&gt;
For now, I am only going to cover the basics to get you started.&lt;br /&gt;
&lt;br /&gt;
=== Setup Test Options ===&lt;br /&gt;
Before you can test your level, you have to setup test options.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelMenu.jpg|left|frame|Level Menu]]&lt;br /&gt;
| [[File:TestOptions.jpg|left|frame|Test Options]]&lt;br /&gt;
|}&lt;br /&gt;
First, you must setup a port to run your level. Use the Browse buttons to select the executable of the desired port. If TFE is used, make sure that &#039;&#039;&#039;Dark Forces: Use TFE&#039;&#039;&#039; is checked, as that will add extra hidden command line options to make iteration faster.&lt;br /&gt;
&lt;br /&gt;
Next, you can add any additional command line arguments. Note that arguments to skip cutscenes and directly load the level are already used.&lt;br /&gt;
&lt;br /&gt;
Finally there are some options you can use when testing. Currently the difficulty options are not working, but &#039;&#039;&#039;No Enemies&#039;&#039;&#039; will remove any objects that are flagged as enemies when testing, this makes looking at the architecture and testing INF functionality easier.&lt;br /&gt;
&lt;br /&gt;
=== View and Change Shortcuts ===&lt;br /&gt;
You will want to review and possibly change the shortcuts keys used by the level editor. For that choose &#039;&#039;&#039;User Preferences&#039;&#039;&#039;, and then the Input tab. Other options are available, but they are bare bones for now.&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UserPref-Input.jpg|left|thumb|User Preferences - Input]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:UserPref-Input.jpg&amp;diff=1512</id>
		<title>File:UserPref-Input.jpg</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:UserPref-Input.jpg&amp;diff=1512"/>
		<updated>2025-03-23T00:02:14Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;User Preferences - Input&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:TestOptions.jpg&amp;diff=1511</id>
		<title>File:TestOptions.jpg</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:TestOptions.jpg&amp;diff=1511"/>
		<updated>2025-03-22T23:55:41Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Test Options&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:LevelMenu.jpg&amp;diff=1510</id>
		<title>File:LevelMenu.jpg</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:LevelMenu.jpg&amp;diff=1510"/>
		<updated>2025-03-22T23:54:41Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Level Menu&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:LevelEditorUI.jpg&amp;diff=1509</id>
		<title>File:LevelEditorUI.jpg</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:LevelEditorUI.jpg&amp;diff=1509"/>
		<updated>2025-03-22T23:42:15Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Level Editor UI&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1508</id>
		<title>TFE Editor - Layout and Setup</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE_Editor_-_Layout_and_Setup&amp;diff=1508"/>
		<updated>2025-03-22T23:30:10Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: Created page with &amp;quot;Layout and setup...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Layout and setup...&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE_Editor_-_Creating_or_Importing_a_Level&amp;diff=1507</id>
		<title>TFE Editor - Creating or Importing a Level</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE_Editor_-_Creating_or_Importing_a_Level&amp;diff=1507"/>
		<updated>2025-03-22T23:08:01Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Now it is time to create a level or import one into your project. For now, we will assume you called you mod MyMod - though any name will do. Make sure your project is created and loaded, you should see the name of the project at the top of the screen. Go to &#039;&#039;&#039;Asset Type&#039;&#039;&#039; (left, near the top) and choose &#039;&#039;&#039;Level&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You will note that the Asset List is now empty, you mod has no levels in it yet. If you wish to &#039;&#039;&#039;Import&#039;&#039;&#039; a level, uncheck &#039;&#039;&#039;Show Only Mod Levels&#039;&#039;&#039; to see any vanilla levels or levels included in your resources. You can select any of those levels and choose the &#039;&#039;&#039;Import&#039;&#039;&#039; option in the &#039;&#039;&#039;Asset Info&#039;&#039;&#039; section and the level will become part of your project.&lt;br /&gt;
&lt;br /&gt;
Most likely, though, you will want to create a new level. To do that simply hit the &#039;&#039;&#039;Create New Level&#039;&#039;&#039; button. You will be greeted with this dialog:&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:New Level.jpg|left|thumb|New Level]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; - the name of your level as it appears in the Agent menu. Note you can edit this at any time.&lt;br /&gt;
* &#039;&#039;&#039;Slot&#039;&#039;&#039; - which Dark Forces level slot will this occupy. This effects the game in various ways. You can have multiple levels in a project, but only one level per slot. If you don&#039;t know which to pick, SECBASE is a good default.&lt;br /&gt;
&lt;br /&gt;
After making your selections, click on &#039;&#039;&#039;Create Level&#039;&#039;&#039; and the level will now show up in your project, even if &#039;&#039;&#039;Show Only Mod Levels&#039;&#039;&#039; is checked. Select the level now and you should see this:&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelCreated.jpg|left|thumb|Selected New Level]]&lt;br /&gt;
|}&lt;br /&gt;
At this point, you can select &#039;&#039;&#039;Editor&#039;&#039;&#039; to start the level editor.&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE_Editor_-_Creating_or_Importing_a_Level&amp;diff=1506</id>
		<title>TFE Editor - Creating or Importing a Level</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE_Editor_-_Creating_or_Importing_a_Level&amp;diff=1506"/>
		<updated>2025-03-22T23:06:44Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Now it is time to create a level or import one into your project. For now, we will assume you called you mod MyMod - though any name will do. Make sure your project is created and loaded, you should see the name of the project at the top of the screen. Go to &#039;&#039;&#039;Asset Type&#039;&#039;&#039; (left, near the top) and choose &#039;&#039;&#039;Level&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You will note that the Asset List is now empty, you mod has no levels in it yet. If you wish to &#039;&#039;&#039;Import&#039;&#039;&#039; a level, uncheck &#039;&#039;&#039;Show Only Mod Levels&#039;&#039;&#039; to see any vanilla levels or levels included in your resources. You can select any of those levels and choose the &#039;&#039;&#039;Import&#039;&#039;&#039; option in the &#039;&#039;&#039;Asset Info&#039;&#039;&#039; section and the level will become part of your project.&lt;br /&gt;
&lt;br /&gt;
Most likely, though, you will want to create a new level. To do that simply hit the &#039;&#039;&#039;Create New Level&#039;&#039;&#039; button. You will be greeted with this dialog:&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:New Level.jpg|left|thumb|New Level]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Name - the name of your level as it appears in the Agent menu. Note you can edit this at any time.&lt;br /&gt;
* Slot - which Dark Forces level slot will this occupy. This effects the game in various ways. You can have multiple levels in a project, but only one level per slot. If you don&#039;t know which to pick, SECBASE is a good default.&lt;br /&gt;
&lt;br /&gt;
After making your selections, click on &#039;&#039;&#039;Create Level&#039;&#039;&#039; and the level will now show up in your project, even if &#039;&#039;&#039;Show Only Mod Levels&#039;&#039;&#039; is checked. Select the level now and you should see this:&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LevelCreated.jpg|left|thumb|Selected New Level]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:LevelCreated.jpg&amp;diff=1505</id>
		<title>File:LevelCreated.jpg</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:LevelCreated.jpg&amp;diff=1505"/>
		<updated>2025-03-22T23:05:51Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Level Created View&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:New_Level.jpg&amp;diff=1504</id>
		<title>File:New Level.jpg</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:New_Level.jpg&amp;diff=1504"/>
		<updated>2025-03-22T22:59:18Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Level&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE_Editor_-_Creating_or_Importing_a_Level&amp;diff=1503</id>
		<title>TFE Editor - Creating or Importing a Level</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE_Editor_-_Creating_or_Importing_a_Level&amp;diff=1503"/>
		<updated>2025-03-22T22:52:02Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: Created page with &amp;quot;Now it is time to create a level or import one into your project.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Now it is time to create a level or import one into your project.&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1502</id>
		<title>TFE-EDITOR</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1502"/>
		<updated>2025-03-22T22:51:11Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# [[TFE-EDITOR|The Force Engine Editor]]&lt;br /&gt;
# [[TFE Editor - Creating or Importing a Level|TFE Editor - Creating or Importing a Level]]&lt;br /&gt;
# [[TFE Editor - Layout and Setup|TFE Editor - Layout and Setup]]&lt;br /&gt;
&lt;br /&gt;
== The Force Engine Editor ==&lt;br /&gt;
The TFE Editor is design to view and edit Dark Forces assets. Currently it consists of the &#039;&#039;&#039;Asset Browser&#039;&#039;&#039; and &#039;&#039;&#039;Asset Editors&#039;&#039;&#039;. The only Asset editor currently available is the &#039;&#039;&#039;Level Editor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Initial Setup ===&lt;br /&gt;
To start, make sure the &#039;&#039;&#039;Game&#039;&#039;&#039; settings are accurate. If you can launch Dark Forces in TFE, than you are good to go. To setup your game, select &#039;&#039;&#039;Settings&#039;&#039;&#039; from the main menu, the &#039;&#039;&#039;Game&#039;&#039;&#039; tab on the left (under About), and setup your data path for Dark Forces. Next select &#039;&#039;&#039;EDITOR&#039;&#039;&#039; from the main menu to get started.&lt;br /&gt;
&lt;br /&gt;
You should see a view similar to this image. Notice the menu bar at the top, select the Editor menu. From there select the Editor Config option.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Editor View.png|left|thumb|517x517px|Initial Editor View|none]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EditorConfigMenu.jpg|left|none|thumb|Editor Menu]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Click the Browse buttons to setup the Editor Path and Export Path. The Editor stores temporary files and other data in the Editor path. Any asset you export get written into the Export path. Hit Save Config when done.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EditorConfigDlg.jpg|left|thumb|Editor Config Dialog]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Using the Asset Browser ===&lt;br /&gt;
By default, the asset browser is in read-only mode. You can change the &#039;&#039;&#039;Asset Type&#039;&#039;&#039; to look at the various assets in the game. An asset can be selected and you will see a preview and information about the asset on the left. What you see depends on the type of asset. For animated assets, you can scrub through its views and frames, and various other options. &lt;br /&gt;
&lt;br /&gt;
In the Asset Info section, you will notice several buttons: &lt;br /&gt;
&lt;br /&gt;
* Export - exports the selected assets to your Export directory. Shift and Control options can be used to select multiple assets.&lt;br /&gt;
* Editor - the asset editor. Only levels have an editor in this release.&lt;br /&gt;
&lt;br /&gt;
In order to create a mod, you will first need to create a project.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Project ===&lt;br /&gt;
Select the Project menu to create or load a project. Click on &#039;&#039;&#039;New&#039;&#039;&#039; to create a new project. A project is a single mod which will consist of one or more levels, and in the &#039;&#039;future&#039;&#039; resource/game based mods will be supported that do not contain levels.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ProjectMenu.jpg|thumb|Project Menu|left]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ProjectDlg.jpg|thumb|New Project Dialog|left|415x415px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; - name of the project, which should be filename safe.&lt;br /&gt;
* &#039;&#039;&#039;Path&#039;&#039;&#039; - browse to the path where you want the project to be written. If &#039;&#039;&#039;Create Directory For Project&#039;&#039;&#039; is selected, then a new directory will be created at that location with the project name. For example, you might have a projects folder at &#039;&#039;&#039;C:/TFE/Projects/&#039;&#039;&#039; and a new project called &#039;&#039;&#039;MyMod&#039;&#039;&#039;. This will create your mod at &#039;&#039;&#039;C:/TFE/Projects/MyMod/&#039;&#039;&#039;. This is where your autosaves, snapshots, and other project data files will go.&lt;br /&gt;
* &#039;&#039;&#039;Project Type&#039;&#039;&#039; - currently only Levels is supported.&lt;br /&gt;
* &#039;&#039;&#039;Game&#039;&#039;&#039; - currently only Dark Forces is supported.&lt;br /&gt;
* &#039;&#039;&#039;Feature Set&#039;&#039;&#039; - Vanilla to support base Dark Forces/Remaster features only or TFE to support new TFE features.&lt;br /&gt;
* &#039;&#039;&#039;Description&#039;&#039;&#039; - when you export your project a text file is generated that is shown in the TFE Mod Browser. This description is added to that file.&lt;br /&gt;
* &#039;&#039;&#039;Authors&#039;&#039;&#039; - the list of authors that will work on this mod (you can edit all of this later).&lt;br /&gt;
* &#039;&#039;&#039;Credits&#039;&#039;&#039; - any other credits you wish to add.&lt;br /&gt;
&lt;br /&gt;
When you are done, click on &#039;&#039;&#039;Create Project&#039;&#039;&#039;. You will be able to edit all of this in the future with the &#039;&#039;&#039;Edit&#039;&#039;&#039; menu option.&lt;br /&gt;
&lt;br /&gt;
=== Adding Resources ===&lt;br /&gt;
By default all vanilla resources are available for mods. Sometimes, though, it is useful to add textures, sprites, 3D objects, and other resources from archives (GOB, ZIP) or directories. You can do so using the Resources option under the Projects menu.&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1501</id>
		<title>TFE-EDITOR</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1501"/>
		<updated>2025-03-22T22:48:37Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# [[TFE-EDITOR|The Force Engine Editor]]&lt;br /&gt;
# TFE Editor - Creating or Importing a Level&lt;br /&gt;
# TFE Editor - Layout and Setup&lt;br /&gt;
&lt;br /&gt;
== The Force Engine Editor ==&lt;br /&gt;
The TFE Editor is design to view and edit Dark Forces assets. Currently it consists of the &#039;&#039;&#039;Asset Browser&#039;&#039;&#039; and &#039;&#039;&#039;Asset Editors&#039;&#039;&#039;. The only Asset editor currently available is the &#039;&#039;&#039;Level Editor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Initial Setup ===&lt;br /&gt;
To start, make sure the &#039;&#039;&#039;Game&#039;&#039;&#039; settings are accurate. If you can launch Dark Forces in TFE, than you are good to go. To setup your game, select &#039;&#039;&#039;Settings&#039;&#039;&#039; from the main menu, the &#039;&#039;&#039;Game&#039;&#039;&#039; tab on the left (under About), and setup your data path for Dark Forces. Next select &#039;&#039;&#039;EDITOR&#039;&#039;&#039; from the main menu to get started.&lt;br /&gt;
&lt;br /&gt;
You should see a view similar to this image. Notice the menu bar at the top, select the Editor menu. From there select the Editor Config option.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Editor View.png|left|thumb|517x517px|Initial Editor View|none]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EditorConfigMenu.jpg|left|none|thumb|Editor Menu]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Click the Browse buttons to setup the Editor Path and Export Path. The Editor stores temporary files and other data in the Editor path. Any asset you export get written into the Export path. Hit Save Config when done.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EditorConfigDlg.jpg|left|thumb|Editor Config Dialog]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Using the Asset Browser ===&lt;br /&gt;
By default, the asset browser is in read-only mode. You can change the &#039;&#039;&#039;Asset Type&#039;&#039;&#039; to look at the various assets in the game. An asset can be selected and you will see a preview and information about the asset on the left. What you see depends on the type of asset. For animated assets, you can scrub through its views and frames, and various other options. &lt;br /&gt;
&lt;br /&gt;
In the Asset Info section, you will notice several buttons: &lt;br /&gt;
&lt;br /&gt;
* Export - exports the selected assets to your Export directory. Shift and Control options can be used to select multiple assets.&lt;br /&gt;
* Editor - the asset editor. Only levels have an editor in this release.&lt;br /&gt;
&lt;br /&gt;
In order to create a mod, you will first need to create a project.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Project ===&lt;br /&gt;
Select the Project menu to create or load a project. Click on &#039;&#039;&#039;New&#039;&#039;&#039; to create a new project. A project is a single mod which will consist of one or more levels, and in the &#039;&#039;future&#039;&#039; resource/game based mods will be supported that do not contain levels.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ProjectMenu.jpg|thumb|Project Menu|left]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ProjectDlg.jpg|thumb|New Project Dialog|left|415x415px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; - name of the project, which should be filename safe.&lt;br /&gt;
* &#039;&#039;&#039;Path&#039;&#039;&#039; - browse to the path where you want the project to be written. If &#039;&#039;&#039;Create Directory For Project&#039;&#039;&#039; is selected, then a new directory will be created at that location with the project name. For example, you might have a projects folder at &#039;&#039;&#039;C:/TFE/Projects/&#039;&#039;&#039; and a new project called &#039;&#039;&#039;MyMod&#039;&#039;&#039;. This will create your mod at &#039;&#039;&#039;C:/TFE/Projects/MyMod/&#039;&#039;&#039;. This is where your autosaves, snapshots, and other project data files will go.&lt;br /&gt;
* &#039;&#039;&#039;Project Type&#039;&#039;&#039; - currently only Levels is supported.&lt;br /&gt;
* &#039;&#039;&#039;Game&#039;&#039;&#039; - currently only Dark Forces is supported.&lt;br /&gt;
* &#039;&#039;&#039;Feature Set&#039;&#039;&#039; - Vanilla to support base Dark Forces/Remaster features only or TFE to support new TFE features.&lt;br /&gt;
* &#039;&#039;&#039;Description&#039;&#039;&#039; - when you export your project a text file is generated that is shown in the TFE Mod Browser. This description is added to that file.&lt;br /&gt;
* &#039;&#039;&#039;Authors&#039;&#039;&#039; - the list of authors that will work on this mod (you can edit all of this later).&lt;br /&gt;
* &#039;&#039;&#039;Credits&#039;&#039;&#039; - any other credits you wish to add.&lt;br /&gt;
&lt;br /&gt;
When you are done, click on &#039;&#039;&#039;Create Project&#039;&#039;&#039;. You will be able to edit all of this in the future with the &#039;&#039;&#039;Edit&#039;&#039;&#039; menu option.&lt;br /&gt;
&lt;br /&gt;
=== Adding Resources ===&lt;br /&gt;
By default all vanilla resources are available for mods. Sometimes, though, it is useful to add textures, sprites, 3D objects, and other resources from archives (GOB, ZIP) or directories. You can do so using the Resources option under the Projects menu.&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1500</id>
		<title>TFE-EDITOR</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1500"/>
		<updated>2025-03-22T22:42:23Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Force Engine Editor ==&lt;br /&gt;
The TFE Editor is design to view and edit Dark Forces assets. Currently it consists of the &#039;&#039;&#039;Asset Browser&#039;&#039;&#039; and &#039;&#039;&#039;Asset Editors&#039;&#039;&#039;. The only Asset editor currently available is the &#039;&#039;&#039;Level Editor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Initial Setup ===&lt;br /&gt;
To start, make sure the &#039;&#039;&#039;Game&#039;&#039;&#039; settings are accurate. If you can launch Dark Forces in TFE, than you are good to go. To setup your game, select &#039;&#039;&#039;Settings&#039;&#039;&#039; from the main menu, the &#039;&#039;&#039;Game&#039;&#039;&#039; tab on the left (under About), and setup your data path for Dark Forces. Next select &#039;&#039;&#039;EDITOR&#039;&#039;&#039; from the main menu to get started.&lt;br /&gt;
&lt;br /&gt;
You should see a view similar to this image. Notice the menu bar at the top, select the Editor menu. From there select the Editor Config option.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Editor View.png|left|thumb|517x517px|Initial Editor View|none]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EditorConfigMenu.jpg|left|none|thumb|Editor Menu]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Click the Browse buttons to setup the Editor Path and Export Path. The Editor stores temporary files and other data in the Editor path. Any asset you export get written into the Export path. Hit Save Config when done.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EditorConfigDlg.jpg|left|thumb|Editor Config Dialog]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Using the Asset Browser ===&lt;br /&gt;
By default, the asset browser is in read-only mode. You can change the &#039;&#039;&#039;Asset Type&#039;&#039;&#039; to look at the various assets in the game. An asset can be selected and you will see a preview and information about the asset on the left. What you see depends on the type of asset. For animated assets, you can scrub through its views and frames, and various other options. &lt;br /&gt;
&lt;br /&gt;
In the Asset Info section, you will notice several buttons: &lt;br /&gt;
&lt;br /&gt;
* Export - exports the selected assets to your Export directory. Shift and Control options can be used to select multiple assets.&lt;br /&gt;
* Editor - the asset editor. Only levels have an editor in this release.&lt;br /&gt;
&lt;br /&gt;
In order to create a mod, you will first need to create a project.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Project ===&lt;br /&gt;
Select the Project menu to create or load a project. Click on &#039;&#039;&#039;New&#039;&#039;&#039; to create a new project. A project is a single mod which will consist of one or more levels, and in the &#039;&#039;future&#039;&#039; resource/game based mods will be supported that do not contain levels.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ProjectMenu.jpg|thumb|Project Menu|left]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ProjectDlg.jpg|thumb|New Project Dialog|left|415x415px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; - name of the project, which should be filename safe.&lt;br /&gt;
* &#039;&#039;&#039;Path&#039;&#039;&#039; - browse to the path where you want the project to be written. If &#039;&#039;&#039;Create Directory For Project&#039;&#039;&#039; is selected, then a new directory will be created at that location with the project name. For example, you might have a projects folder at &#039;&#039;&#039;C:/TFE/Projects/&#039;&#039;&#039; and a new project called &#039;&#039;&#039;MyMod&#039;&#039;&#039;. This will create your mod at &#039;&#039;&#039;C:/TFE/Projects/MyMod/&#039;&#039;&#039;. This is where your autosaves, snapshots, and other project data files will go.&lt;br /&gt;
* &#039;&#039;&#039;Project Type&#039;&#039;&#039; - currently only Levels is supported.&lt;br /&gt;
* &#039;&#039;&#039;Game&#039;&#039;&#039; - currently only Dark Forces is supported.&lt;br /&gt;
* &#039;&#039;&#039;Feature Set&#039;&#039;&#039; - Vanilla to support base Dark Forces/Remaster features only or TFE to support new TFE features.&lt;br /&gt;
* &#039;&#039;&#039;Description&#039;&#039;&#039; - when you export your project a text file is generated that is shown in the TFE Mod Browser. This description is added to that file.&lt;br /&gt;
* &#039;&#039;&#039;Authors&#039;&#039;&#039; - the list of authors that will work on this mod (you can edit all of this later).&lt;br /&gt;
* &#039;&#039;&#039;Credits&#039;&#039;&#039; - any other credits you wish to add.&lt;br /&gt;
&lt;br /&gt;
When you are done, click on &#039;&#039;&#039;Create Project&#039;&#039;&#039;. You will be able to edit all of this in the future with the &#039;&#039;&#039;Edit&#039;&#039;&#039; menu option.&lt;br /&gt;
&lt;br /&gt;
=== Adding Resources ===&lt;br /&gt;
By default all vanilla resources are available for mods. Sometimes, though, it is useful to add textures, sprites, 3D objects, and other resources from archives (GOB, ZIP) or directories. You can do so using the Resources option under the Projects menu.&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1499</id>
		<title>TFE-EDITOR</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1499"/>
		<updated>2025-03-22T22:39:31Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Force Engine Editor ==&lt;br /&gt;
The TFE Editor is design to view and edit Dark Forces assets. Currently it consists of the &#039;&#039;&#039;Asset Browser&#039;&#039;&#039; and &#039;&#039;&#039;Asset Editors&#039;&#039;&#039;. The only Asset editor currently available is the &#039;&#039;&#039;Level Editor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Initial Setup ===&lt;br /&gt;
To start, make sure the &#039;&#039;&#039;Game&#039;&#039;&#039; settings are accurate. If you can launch Dark Forces in TFE, than you are good to go. To setup your game, select &#039;&#039;&#039;Settings&#039;&#039;&#039; from the main menu, the &#039;&#039;&#039;Game&#039;&#039;&#039; tab on the left (under About), and setup your data path for Dark Forces. Next select &#039;&#039;&#039;EDITOR&#039;&#039;&#039; from the main menu to get started.&lt;br /&gt;
&lt;br /&gt;
You should see a view similar to this image. Notice the menu bar at the top, select the Editor menu. From there select the Editor Config option.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Editor View.png|left|thumb|517x517px|Initial Editor View|none]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EditorConfigMenu.jpg|left|none|thumb|Editor Menu]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Click the Browse buttons to setup the Editor Path and Export Path. The Editor stores temporary files and other data in the Editor path. Any asset you export get written into the Export path. Hit Save Config when done.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EditorConfigDlg.jpg|left|thumb|Editor Config Dialog]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Using the Asset Browser ===&lt;br /&gt;
By default, the asset browser is in read-only mode. You can change the &#039;&#039;&#039;Asset Type&#039;&#039;&#039; to look at the various assets in the game. An asset can be selected and you will see a preview and information about the asset on the left. What you see depends on the type of asset. For animated assets, you can scrub through its views and frames, and various other options. &lt;br /&gt;
&lt;br /&gt;
In the Asset Info section, you will notice several buttons: &lt;br /&gt;
&lt;br /&gt;
* Export - exports the selected assets to your Export directory. Shift and Control options can be used to select multiple assets.&lt;br /&gt;
* Editor - the asset editor. Only levels have an editor in this release.&lt;br /&gt;
&lt;br /&gt;
In order to create a mod, you will first need to create a project.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Project ===&lt;br /&gt;
Select the Project menu to create or load a project. Click on &#039;&#039;&#039;New&#039;&#039;&#039; to create a new project. A project is a single mod which will consist of one or more levels, and in the &#039;&#039;future&#039;&#039; resource/game based mods will be supported that do not contain levels.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ProjectMenu.jpg|thumb|Project Menu|left]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ProjectDlg.jpg|thumb|New Project Dialog|left|415x415px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Name - name of the project, which should be filename safe.&lt;br /&gt;
* Path - browse to the path where you want the project to be written. If &#039;&#039;&#039;Create Directory For Project&#039;&#039;&#039; is selected, then a new directory will be created at that location with the project name. For example, you might have a projects folder at &#039;&#039;&#039;C:/TFE/Projects/&#039;&#039;&#039; and a new project called &#039;&#039;&#039;MyMod&#039;&#039;&#039;. This will create your mod at &#039;&#039;&#039;C:/TFE/Projects/MyMod/&#039;&#039;&#039;. This is where your autosaves, snapshots, and other project data files will go.&lt;br /&gt;
* Project Type - currently only Levels is supported.&lt;br /&gt;
* Game - currently only Dark Forces is supported.&lt;br /&gt;
* Feature Set - Vanilla to support base Dark Forces/Remaster features only or TFE to support new TFE features.&lt;br /&gt;
* Description - when you export your project a text file is generated that is shown in the TFE Mod Browser. This description is added to that file.&lt;br /&gt;
* Authors - the list of authors that will work on this mod (you can edit all of this later).&lt;br /&gt;
* Credits - any other credits you wish to add.&lt;br /&gt;
&lt;br /&gt;
When you are done, click on &#039;&#039;&#039;Create Project&#039;&#039;&#039;. You will be able to edit all of this in the future with the &#039;&#039;&#039;Edit&#039;&#039;&#039; menu option.&lt;br /&gt;
&lt;br /&gt;
=== Adding Resources ===&lt;br /&gt;
By default all vanilla resources are available for mods. Sometimes, though, it is useful to add textures, sprites, 3D objects, and other resources from archives (GOB, ZIP) or directories. You can do so using the Resources option under the Projects menu.&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:ProjectDlg.jpg&amp;diff=1498</id>
		<title>File:ProjectDlg.jpg</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:ProjectDlg.jpg&amp;diff=1498"/>
		<updated>2025-03-22T22:28:53Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Project Dialog&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:ProjectMenu.jpg&amp;diff=1497</id>
		<title>File:ProjectMenu.jpg</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:ProjectMenu.jpg&amp;diff=1497"/>
		<updated>2025-03-22T22:28:04Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Project Menu&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1496</id>
		<title>TFE-EDITOR</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1496"/>
		<updated>2025-03-22T22:07:30Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Force Engine Editor ==&lt;br /&gt;
The TFE Editor is design to view and edit Dark Forces assets. Currently it consists of the &#039;&#039;&#039;Asset Browser&#039;&#039;&#039; and &#039;&#039;&#039;Asset Editors&#039;&#039;&#039;. The only Asset editor currently available is the &#039;&#039;&#039;Level Editor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Initial Setup ===&lt;br /&gt;
To start, make sure the &#039;&#039;&#039;Game&#039;&#039;&#039; settings are accurate. If you can launch Dark Forces in TFE, than you are good to go. To setup your game, select &#039;&#039;&#039;Settings&#039;&#039;&#039; from the main menu, the &#039;&#039;&#039;Game&#039;&#039;&#039; tab on the left (under About), and setup your data path for Dark Forces. Next select &#039;&#039;&#039;EDITOR&#039;&#039;&#039; from the main menu to get started.&lt;br /&gt;
&lt;br /&gt;
You should see a view similar to this image. Notice the menu bar at the top, select the Editor menu. From there select the Editor Config option.&lt;br /&gt;
&lt;br /&gt;
{|[[File:Editor View.png|left|thumb|517x517px|Initial Editor View|none]]|}&lt;br /&gt;
{|[[File:EditorConfigMenu.jpg|left|none|thumb|Editor Menu]]|}&lt;br /&gt;
{|[[File:EditorConfigDlg.jpg|left|thumb|Editor Config Dialog]]|}&lt;br /&gt;
&lt;br /&gt;
Click the Browse buttons to setup the Editor Path and Export Path. The Editor stores temporary files and other data in the Editor path. Any asset you export get written into the Export path. Hit Save Config when done.&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1495</id>
		<title>TFE-EDITOR</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1495"/>
		<updated>2025-03-22T22:02:47Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Force Engine Editor ==&lt;br /&gt;
The TFE Editor is design to view and edit Dark Forces assets. Currently it consists of the &#039;&#039;&#039;Asset Browser&#039;&#039;&#039; and &#039;&#039;&#039;Asset Editors&#039;&#039;&#039;. The only Asset editor currently available is the &#039;&#039;&#039;Level Editor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Initial Setup ===&lt;br /&gt;
To start, make sure the &#039;&#039;&#039;Game&#039;&#039;&#039; settings are accurate. If you can launch Dark Forces in TFE, than you are good to go. To setup your game, select &#039;&#039;&#039;Settings&#039;&#039;&#039; from the main menu, the &#039;&#039;&#039;Game&#039;&#039;&#039; tab on the left (under About), and setup your data path for Dark Forces. Next select &#039;&#039;&#039;EDITOR&#039;&#039;&#039; from the main menu to get started.&lt;br /&gt;
&lt;br /&gt;
You should see a view similar to this image. Notice the menu bar at the top, select the Editor menu. From there select the Editor Config option.&lt;br /&gt;
&lt;br /&gt;
[[File:Editor View.png|left|thumb|517x517px|Initial Editor View|none]]&lt;br /&gt;
[[File:EditorConfigMenu.jpg|left|none|thumb|Editor Menu]]&lt;br /&gt;
[[File:EditorConfigDlg.jpg|left|thumb|Editor Config Dialog]]&lt;br /&gt;
Click the Browse buttons to setup the Editor Path and Export Path. The Editor stores temporary files and other data in the Editor path. Any asset you export get written into the Export path. Hit Save Config when done.&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:EditorConfigDlg.jpg&amp;diff=1494</id>
		<title>File:EditorConfigDlg.jpg</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:EditorConfigDlg.jpg&amp;diff=1494"/>
		<updated>2025-03-22T22:01:34Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Editor Configuration Dialog&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:EditorConfigMenu.jpg&amp;diff=1493</id>
		<title>File:EditorConfigMenu.jpg</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:EditorConfigMenu.jpg&amp;diff=1493"/>
		<updated>2025-03-22T21:53:16Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Editor Config Menu&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1492</id>
		<title>TFE-EDITOR</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=TFE-EDITOR&amp;diff=1492"/>
		<updated>2025-03-22T21:49:43Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: Created page with &amp;quot;== The Force Engine Editor == The TFE Editor is design to view and edit Dark Forces assets. Currently it consists of the &amp;#039;&amp;#039;&amp;#039;Asset Browser&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Asset Editors&amp;#039;&amp;#039;&amp;#039;. The only Asset editor currently available is the &amp;#039;&amp;#039;&amp;#039;Level Editor&amp;#039;&amp;#039;&amp;#039;.  === Initial Setup === To start, make sure the &amp;#039;&amp;#039;&amp;#039;Game&amp;#039;&amp;#039;&amp;#039; settings are accurate. If you can launch Dark Forces in TFE, than you are good to go. To setup your game, select &amp;#039;&amp;#039;&amp;#039;Settings&amp;#039;&amp;#039;&amp;#039; from the main menu, the &amp;#039;&amp;#039;&amp;#039;Game&amp;#039;&amp;#039;&amp;#039; tab on the left (un...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Force Engine Editor ==&lt;br /&gt;
The TFE Editor is design to view and edit Dark Forces assets. Currently it consists of the &#039;&#039;&#039;Asset Browser&#039;&#039;&#039; and &#039;&#039;&#039;Asset Editors&#039;&#039;&#039;. The only Asset editor currently available is the &#039;&#039;&#039;Level Editor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Initial Setup ===&lt;br /&gt;
To start, make sure the &#039;&#039;&#039;Game&#039;&#039;&#039; settings are accurate. If you can launch Dark Forces in TFE, than you are good to go. To setup your game, select &#039;&#039;&#039;Settings&#039;&#039;&#039; from the main menu, the &#039;&#039;&#039;Game&#039;&#039;&#039; tab on the left (under About), and setup your data path for Dark Forces. Next select &#039;&#039;&#039;EDITOR&#039;&#039;&#039; from the main menu to get started.&lt;br /&gt;
&lt;br /&gt;
[[File:Editor View.png|thumb|517x517px|Initial Editor View]]&lt;br /&gt;
You should see a view similar to the image above. Notice the menu bar at the top, select the Editor menu. From there select the Editor Config option. You should see this:&lt;br /&gt;
&lt;br /&gt;
[Image]&lt;br /&gt;
&lt;br /&gt;
Click the &#039;&#039;&#039;Browse&#039;&#039;&#039; buttons to setup the &#039;&#039;&#039;Editor Path&#039;&#039;&#039; and &#039;&#039;&#039;Export Path&#039;&#039;&#039;. The Editor stores temporary files and other data in the Editor path. Any asset you export get written into the Export path. Hit &#039;&#039;&#039;Save Config&#039;&#039;&#039; when done.&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=File:Editor_View.png&amp;diff=1491</id>
		<title>File:Editor View.png</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=File:Editor_View.png&amp;diff=1491"/>
		<updated>2025-03-22T21:48:18Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing a person should see when opening the editor.&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=Dark_Forces_Wiki&amp;diff=1490</id>
		<title>Dark Forces Wiki</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=Dark_Forces_Wiki&amp;diff=1490"/>
		<updated>2025-03-22T21:36:14Z</updated>

		<summary type="html">&lt;p&gt;LuciusDXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; font-size: x-large; padding: 1em;&amp;quot;&amp;gt;[[File:WikiLogo.png|center|frameless|561x561px]]&#039;&#039;&#039;Welcome to the {{SITENAME}}!&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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This community is dedicated to the 1995 game &#039;&#039;Star Wars: Dark Forces&#039;&#039; with an emphasis on modding and map making .  &lt;br /&gt;
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If you would like to contribute please create an account and help expand this wiki. &lt;br /&gt;
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=== Dark Forces Editors ===&lt;br /&gt;
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# &#039;&#039;&#039;[[WDFUSE]]&#039;&#039;&#039; - (&#039;&#039;&#039;The original Dark Forces Editor)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[TFE-EDITOR]]&#039;&#039;&#039; - &#039;&#039;&#039;(The Force Engine Editor)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[https://df-21.net/downloads/utilities.php CYBERDARK] - (Obsolete)&#039;&#039;&#039;&lt;br /&gt;
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=== How To Guides ===&lt;br /&gt;
* [https://df-21.net/wiki/?title=DF-21_Mission_Components Submitting DF-21 Missions]&lt;br /&gt;
* [https://df-21.net/wiki/?title=Converting_Classic_Maps Converting Old DF-21 Missions]&lt;br /&gt;
* [https://df-21.net/wiki/?title=How_To:_Good_MIDI How to get good sounding MIDI in Dark Forces]&lt;br /&gt;
* [https://df-21.net/wiki/?title=WAX_File_Generator How to generate an Enemy WAX file with Blender]]&lt;br /&gt;
* [https://df-21.net/wiki/?title=Blender_3DO_Guide How to create a 3DO file with Blender]]&lt;br /&gt;
* [[Level creation tips]]&lt;br /&gt;
&lt;br /&gt;
=== Dark Forces Reference ===&lt;br /&gt;
* [[Dark Forces Unofficial Specifications]]&lt;br /&gt;
* [[Dark Forces Remaster Unofficial Specs]]&lt;br /&gt;
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* [[Teleporter Basic]]&lt;br /&gt;
* [[VUE Camera transforms]]&lt;br /&gt;
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* [[Logics and AI reference]]&lt;br /&gt;
* [[Weapons reference]]&lt;br /&gt;
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=== The Force Engine Reference ===&lt;br /&gt;
* [[TFE_Mod_Overrides|Mod Overrides with MOD_CONF]]&lt;br /&gt;
* [[TFE Custom Logics]]&lt;br /&gt;
* [[TFE Projectile Data]]&lt;br /&gt;
* [[TFE Pickup Data]]&lt;br /&gt;
* [[TFE Weapon Data]]&lt;br /&gt;
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* [[TFE Level Script]]&lt;br /&gt;
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=== Vault ===&lt;br /&gt;
* [[:Category:Demo Assets|Assets included with the Dark Forces demo]]&lt;br /&gt;
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 [[Category:{{SITENAME}}]]&lt;/div&gt;</summary>
		<author><name>LuciusDXL</name></author>
	</entry>
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