1. Why do duplicated MP scenes not contain recovery points? Recovery points, Level items and Spectator cameras are new object types recently added to the user editor. That is why scenes taken from Vietcong cannot contain them. However, if you use these objects in the duplicated scenes, they will work.
3. Why do I not have the possibility to save a scene into a different directory than the one it was created in?
An *.sco file should never be saved into a different directory than the one it was created in. This is because the file refers to the data structure of that directory. If you move it or save it somewhere else than the proper directory, some of the textures will not be found (and drawn) plus the scene finalization process will not be performed correctly.
- The texture dimensions must be in the power of two. This restriction comes from using the DirectX technology. Thus, if the texture has the dimensions of 640x480, it has to be scaled down to 512x512. It would be useless to scale it up to say 1024x512.
5. How can I test my own scene?
If a scene has been finalized, it can be played with other players that have the editor installed. You can create a MP server in the editor from the menu: Game / Game Menu.
6. Why is it not possible for me to connect to several user maps?
This situation can occur when you finalize a scene on more computers than one and then attempt to connect to a server on one of them. This procedure can result in different map versions on different computers. This is why it is necessary to finalize a map on a single computer and only after this has been done, copy it to all the others.
After that has been done, you can decide which axes you want to move the object(s) along. By default, you can move an object along the x and y axes only (i.e. to the sides only, not up or down).
Use the following combinations of keys to constrain the movement to a single axis:
13. Which types of DDS compressions should I use?
The recommended compression types for the *.dds files are DXT1 and DXT5.
The DXT1 type is suitable for textures with no Alpha channels or with a one-bit mask, while DXT5 should be used exclusively for textures with Alpha channels.