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<channel>
	<title>Painkiller Zone</title>
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	<link>http://pkzone.org</link>
	<description>Everything about Painkiller</description>
	<lastBuildDate>Wed, 28 Jul 2010 13:31:35 +0000</lastBuildDate>
	<language>en</language>
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		<title>Painkiller Lite</title>
		<link>http://pkzone.org/2010/07/painkiller_lite/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=painkiller_lite</link>
		<comments>http://pkzone.org/2010/07/painkiller_lite/#comments</comments>
		<pubDate>Wed, 28 Jul 2010 13:31:08 +0000</pubDate>
		<dc:creator>sK1p</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Other]]></category>

		<guid isPermaLink="false">http://pkzone.org/?p=3417</guid>
		<description><![CDATA[Catphone made a Painkiller Lite Version of the Original Painkiller. It Does only Include the Multiplayer Side of the Game. You Don&#8217;t Need the Full Game Anymore. What is the Painkiller Multiplayer Edition ?(&#8220;Painkiller Lite&#8221;). It&#8217;s a Reduced Editon of Painkiller. Idea from the Multiplayer Demo. Only Multiplayer Game, All Single-Player, Benchmark, Game Videos, Music Has been Deleted. It&#8217;s Small and Very Light, you Can [...]]]></description>
			<content:encoded><![CDATA[<!-- wp-jquery-lightbox, a WordPress plugin by ulfben --> <p><img src="http://pkzone.org/news/pkplus.jpg" alt="" width="0" height="0" /><br />
<img src="http://pkzone.org/wp-content/flags/cn.png" alt="China" /> Catphone made a Painkiller Lite Version of the Original Painkiller. It Does only Include the Multiplayer Side of the Game. You Don&#8217;t Need the Full Game Anymore.</p>
<p>What is the Painkiller Multiplayer Edition ?(&#8220;Painkiller Lite&#8221;). It&#8217;s a Reduced Editon of Painkiller. Idea from the Multiplayer Demo. Only Multiplayer Game, All Single-Player, Benchmark, Game Videos, Music Has been Deleted. It&#8217;s Small and Very Light, you Can Burn it on a CD.<br />
It Does Have 2 Parts, though. Part 1, is the Full v1.35 Game, this Can be Used to Watch Demos or just Play. Part 2, is a Fully Reduced 1.64 version. In Part 1, the Mini-Mod is Included, Part 2, Has PK++. Custom Maps are Not Included. Actually, it Has been Finished but is Not Perfect, the Problem is the Single-Payer is Still on the Menu Screen. &#8216;Catphone&#8217; Needs People Who are Capable to Help Delete it.</p>
<p>In Order to Play this Light Version of the Painkiller Game Online, you Still Need an Original CD-Key to be able to play it. For those of you Who Doesn&#8217;t Have One – <a href="http://pkzone.org/forums/multiplayer/how-to-get-an-original-cd-key">Check this Out</a></p>
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Note: There is a file embedded within this post, please visit this post to download the file.
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		<title>How To Create a Mod in PAK file Format</title>
		<link>http://pkzone.org/2010/07/how-to-create-a-mod-in-pak-file-format/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=how-to-create-a-mod-in-pak-file-format</link>
		<comments>http://pkzone.org/2010/07/how-to-create-a-mod-in-pak-file-format/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 20:20:46 +0000</pubDate>
		<dc:creator>HV</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://pkzone.org/?p=3316</guid>
		<description><![CDATA[This tutorial will teach you how to create an amateur mod which will delete Singleplayer menu options like in multiplayer mods, what will show you: how to extract PAK files, how to edit game scripts, how to create PAK files, how to run game with your mod. The Painkiller\Data folder is the directory with the game content (PAK&#8217;s), sample files: LScripts.pak &#8211; main file to [...]]]></description>
			<content:encoded><![CDATA[<!-- wp-jquery-lightbox, a WordPress plugin by ulfben --> <p>This tutorial will teach you how to create an amateur mod which will delete Singleplayer menu options like in multiplayer mods, what will show you:</p>
<ul>
<li>how to extract PAK files,</li>
<li>how to edit game scripts,</li>
<li>how to create PAK files,</li>
<li>how to run game with your mod.</li>
</ul>
<p>The <em>Painkiller\Data</em> folder is the directory with the game content (<em>PAK&#8217;s</em>), sample files:</p>
<ul>
<li><em>LScripts.pak</em> &#8211; main file to editng game scripts, very poular in Painkiller mods,</li>
<li><em>Maps.pak</em> &#8211; file with maps in <em>MPK</em> file format,</li>
<li><em>Textures.pak</em> &#8211; there are all textures which are used in the game.</li>
</ul>
<p><strong>Extracting data from <em>PAK</em></strong></p>
<p>Run the game with parameter: <em> -script FS.ExtractPack(&#8216;../Data/Filename.pak&#8217;,&#8217;../Data/Foldername&#8217;)</em></p>
<ul>
<li><em>Filename.pak</em> is the name of <em>PAK</em> file which you want extract.</li>
<li><em>Foldername</em> is the name of directory where <em>PAK</em> will extract.</li>
</ul>
<p>Example:</p>
<ul>
<li>Clik Start =&gt; Run =&gt; Enter the path to your Painkiller directory like below:</li>
</ul>
<div style="border: 1px solid #666666; overflow: auto; width: 650px; height: 100%; background-color: #b30000;"><strong>Code:</strong></p>
<hr />
<div style="font-size: 0.9em; text-align: left;">&#8220;C:\Program Files\Painkiller\Bin\Painkiller.exe&#8221; -script FS.ExtractPack(&#8216;../Data/LScripts.pak&#8217;,&#8217;../Data/LScripts&#8217;)</div>
</div>
<p>Remember that the path you want to extract to has to exist, else nothing happens and you won&#8217;t even get a notice.</p>
<p><strong>Editing scripts</strong></p>
<p>Go to <em>C:\Program Files\Painkiller\Data\LScripts\HUD\Menu</em>. Open with the Notepad (you can use another programs like <a href="http://notepad-plus-plus.org/">Notepad++</a>, <a href="http://luaedit.luaforge.net/">Lua Edit</a>) <em>MainMenuBlack.lua</em> (or <em>MainMenuBlack.lua</em> if you use Painkiller Black Edition). There is a function <em>MainMenu()</em>. Delete the singleplayer code which is selected on image:</p>
<p><img class="size-full wp-image-3376" title="Notepad" src="http://pkzone.org/wp-content/uploads/Notepad.editing.PK_.png" alt="Notepad" width="521" height="738" /></p>
<p>Save the <em>MainMenuBlack.lua</em> file. If you want you can change <em>X</em> &amp; <em>Y</em> values like below, it will change the position of text.</p>
<p><img class="size-full wp-image-3387" title="Notepad" src="http://pkzone.org/wp-content/uploads/Notepad.editing.PK2_.png" alt="Notepad" width="521" height="738" /></p>
<p>Run game, you will see:</p>
<p><img class="size-full wp-image-3389" title="Painkiller menu" src="http://pkzone.org/wp-content/uploads/Painkillermenuediting.png" alt="Painkiller menu" width="521" height="391" /></p>
<p><strong>Creating <em>PAK</em> file</strong></p>
<p>Run the game with parameter: <em> -script FS.CreatePack(&#8216;../Data/Filename.pak&#8217;,&#8217;../Data/Foldername&#8217;, true)</em></p>
<ul>
<li><em>Filename.pak</em> is the name of <em>PAK</em> file which you want tu use.</li>
<li><em>Foldername</em> is the name of directory where are files which you want to package to <em>PAK</em>.</li>
</ul>
<p>Example:</p>
<ul>
<li>Clik Start =&gt; Run =&gt; Enter the path to your Painkiller directory like below:</li>
</ul>
<div style="border: 1px solid #666666; overflow: auto; width: 650px; height: 100%; background-color: #b30000;"><strong>Code:</strong></p>
<hr />
<div style="font-size: 0.9em; text-align: left;">&#8220;C:\Program Files\Painkiller\Bin\painkiller.exe&#8221; -script FS.CreatePack(&#8216;../Data/LScriptsmod.pak&#8217;,&#8217;../Data/LScripts&#8217;, true)</div>
</div>
<p>Check used name, there is <em>LScriptsmod.pak</em>, no <em>LScripts.pak</em>.</p>
<p><strong>Run game with your mod</strong></p>
<p>All OK, but what if want to play the singleplayer. A solution is a method which use mods like <a href="http://pkzone.org/2009/10/pk-1-3-open-beta/">PK++</a> or <a href="http://pkzone.org/2009/07/hills-by-varus-singleplayer-mod/">Hills</a>. When is finished your mod, delete <em>LScripts</em> directory from <em>Data</em></p>
<p>Run the game with parameter: <em> -lscript Filename.pak</em></p>
<ul>
<li><em>Filename.pak</em> is the name of your <em>PAK</em> file.</li>
</ul>
<p>Example:</p>
<ul>
<li>Clik Start =&gt; Run =&gt; Enter the path to your Painkiller directory like below:</li>
</ul>
<div style="border: 1px solid #666666; overflow: auto; width: 650px; height: 100%; background-color: #b30000;"><strong>Code:</strong></p>
<hr />
<div style="font-size: 0.9em; text-align: left;">&#8220;C:\Program Files\Painkiller\Bin\painkiller.exe&#8221; -lscript LScriptsmod.pak</div>
</div>
<p>You will see the menu of your mod. When you run only <em>Painkiller.exe</em> (without the parameter) you will see classic menu with singleplayer options.</p>
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		<title>Painkiller Redemption Screenshot Pack</title>
		<link>http://pkzone.org/2010/07/painkiller-redemption-screenshot-pack/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=painkiller-redemption-screenshot-pack</link>
		<comments>http://pkzone.org/2010/07/painkiller-redemption-screenshot-pack/#comments</comments>
		<pubDate>Sat, 24 Jul 2010 15:37:56 +0000</pubDate>
		<dc:creator>HV</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://pkzone.org/?p=3295</guid>
		<description><![CDATA[So far we have not had occasion to see how  Painkiller: Redemption presents. Today Eggtooth released a few screenshots of Redemption. Pack contains a lot of screenshots of most levels.]]></description>
			<content:encoded><![CDATA[<!-- wp-jquery-lightbox, a WordPress plugin by ulfben --> <p>So far we have not had occasion to see how  <strong>Painkiller: Redemption </strong>presents. Today <strong>Eggtooth</strong> released a few screenshots of <strong>Redemption</strong>. Pack contains a lot of screenshots of most levels.</p>
<div style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PKRedemption.pack_.1.jpg" rel="lightbox[3295]"><img title="Painkiller Redemption" src="http://pkzone.org/wp-content/uploads/PKRedemption.pack_.1.jpg" alt="Painkiller Redemption" width="47%" height="47%" /></a> <a href="http://pkzone.org/wp-content/uploads/PKRedemption.pack_.2.jpg" rel="lightbox[3295]"><img title="Painkiller Redemption" src="http://pkzone.org/wp-content/uploads/PKRedemption.pack_.2.jpg" alt="Painkiller Redemption" width="47%" height="47%" /></a> <a href="http://pkzone.org/wp-content/uploads/PKRedemption.pack_.3.jpg" rel="lightbox[3295]"><img title="Painkiller Redemption" src="http://pkzone.org/wp-content/uploads/PKRedemption.pack_.3.jpg" alt="Painkiller Redemption" width="47%" height="47%" /></a> <a href="http://pkzone.org/wp-content/uploads/PKRedemption.pack_..4.jpg" rel="lightbox[3295]"><img title="Painkiller Redemption" src="http://pkzone.org/wp-content/uploads/PKRedemption.pack_..4.jpg" alt="Painkiller Redemption" width="47%" height="47%" /></a></div>
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		<slash:comments>7</slash:comments>
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		<item>
		<title>SP_Abysmaldawn &#8211; New PK-BOOH Single Player map</title>
		<link>http://pkzone.org/2010/07/sp_abysmaldawn-new-pk-booh-single-player-map/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=sp_abysmaldawn-new-pk-booh-single-player-map</link>
		<comments>http://pkzone.org/2010/07/sp_abysmaldawn-new-pk-booh-single-player-map/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 17:03:35 +0000</pubDate>
		<dc:creator>greentechb</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://pkzone.org/?p=3158</guid>
		<description><![CDATA[My second map for PK-games. This one is a remake of Battle out of Hell&#8217;s bonus map, C6L0_PCFHQ. 9 secrets and lots of enemies awaits for you. Requirements PK Version: PK 1.64 + BOOH HellgunMod Read the txt for more information!]]></description>
			<content:encoded><![CDATA[<!-- wp-jquery-lightbox, a WordPress plugin by ulfben --> <p>My second map for PK-games. This one is a remake of Battle out of Hell&#8217;s bonus map, C6L0_PCFHQ. 9 secrets and lots of enemies awaits for you.</p>
<p>Requirements
<ul>
<li>PK Version: PK 1.64 + BOOH</li>
<li><a href="http://pkzone.org/2009/07/hellgun-mod/">HellgunMod</a></li>
</ul>
<p>Read the txt for more information!</p>
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]]></content:encoded>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Unofficial Painkiller Resurrection Patch 44</title>
		<link>http://pkzone.org/2010/07/unofficial-painkiller-resurrection-patch-44/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=unofficial-painkiller-resurrection-patch-44</link>
		<comments>http://pkzone.org/2010/07/unofficial-painkiller-resurrection-patch-44/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 15:35:36 +0000</pubDate>
		<dc:creator>HV</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://pkzone.org/?p=3163</guid>
		<description><![CDATA[Released by Homegrown this is the latest Painkiller Resurrection Patch 44 updating your first-person shooter and addressing several bugs. The patch contains all the official changes from the autoupdater. This is dedicated to players who have a problem with the updater or they don’t want install the NET Framework.]]></description>
			<content:encoded><![CDATA[<!-- wp-jquery-lightbox, a WordPress plugin by ulfben --> <p>Released by <strong>Homegrown</strong> this is the latest <strong>Painkiller Resurrection Patch 44</strong> updating your first-person shooter and addressing several bugs.  The patch contains all the official changes from the autoupdater. This is dedicated to players who have a problem with the updater or they don&#8217;t want install the NET Framework.</p>
<p><a href='http://pkzone.org/2010/07/unofficial-painkiller-resurrection-patch-44/#SID3163_1_tgl' title='Visit blog to check out this spoiler'>[[Visit blog to check out this spoiler]]</a></p>
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		<title>Painkiller: Redemption &#8211; Beta</title>
		<link>http://pkzone.org/2010/07/painkiller-redemption-beta/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=painkiller-redemption-beta</link>
		<comments>http://pkzone.org/2010/07/painkiller-redemption-beta/#comments</comments>
		<pubDate>Sun, 18 Jul 2010 20:11:21 +0000</pubDate>
		<dc:creator>HV</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://pkzone.org/?p=3137</guid>
		<description><![CDATA[Starting next week you can expect a Beta Painkiller: Redemption. The problem is that the still ongoing discussions with JoWooD, which will issue its decision after it sees and will assess the progress of work, so the beta testing will be closed. JoWooD owns the copyright. While not decided, do not want to violate any copyright, and to spread the game. Beta is also aimed [...]]]></description>
			<content:encoded><![CDATA[<!-- wp-jquery-lightbox, a WordPress plugin by ulfben --> <p>Starting next week you can expect a <strong>Beta Painkiller: Redemption</strong>. The problem is that the still ongoing discussions with <strong>JoWooD</strong>, which will issue its decision after it sees and will assess the progress of work, so the beta testing will be closed. JoWooD owns the copyright. While not decided, do not want to violate any copyright, and to spread the game.</p>
<p>Beta is also aimed at catching the larger and smaller defects by the players and hopefully will encourage <strong>JoWooD</strong> to permit the provision of fashion and perhaps give a sense for technical support aimed at tackling the problems which it is extremely difficult to remove because of the relatively bugged engine after the last, given the additive.</p>
<p>In recent days, <strong>Paindemonium</strong> met personally with chief designer <strong>Eggtooth</strong> and even tested an early beta version. Currently, I can say that it can be very interesting, especially when it comes to <strong>Survival</strong>. The talks focused on ideas and improvements that will be implemented in the coming days the proper beta will be available. The only thing that inhibits the development of the amendments is the same engine <strong>Painkiller: Resurrection</strong>, which is extremely hard to fix in terms of certain errors.</p>
<p>Dev Team appreciate your patience and understanding. Work still ongoing and we continue to join people willing to help. We hope that after leaving the beta will be more of them.</p>
<div style="text-align: center"><a href="http://pkzone.org/wp-content/uploads/Redemption.jpg" rel="lightbox[3137]"><img src="http://pkzone.org/wp-content/uploads/Redemption.jpg" alt="Painkiller Redemption" height="67%" width="67%" /></a></div>
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		<title>PainEditoring by Petja</title>
		<link>http://pkzone.org/2010/07/paineditoring-by-petja/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=paineditoring-by-petja</link>
		<comments>http://pkzone.org/2010/07/paineditoring-by-petja/#comments</comments>
		<pubDate>Sun, 18 Jul 2010 19:27:12 +0000</pubDate>
		<dc:creator>HV</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://pkzone.org/?p=3123</guid>
		<description><![CDATA[I was asked for PainEditoring tips and so I started this Thread. Lesson 1: How to start the PainEditor Go to your Painkiller directory /Bin/Editor/ and run the PainEditor.exe. Now you can load and modify maps. Lession 2: Moving in a loaded Map Klicking on the map and pressing F allows you to move in the map. Press F again, leftmouse allows to fly throu [...]]]></description>
			<content:encoded><![CDATA[<!-- wp-jquery-lightbox, a WordPress plugin by ulfben --> <p>I was asked for PainEditoring tips and so I started this Thread.</p>
<p><strong>Lesson 1: How to start the PainEditor</strong></p>
<p>Go to your Painkiller directory <em>/Bin/Editor/</em> and run the <em>PainEditor.exe</em>. Now you can load and modify maps.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.1.jpg" alt="PainEditoring" /></p>
<p><strong>Lession 2: Moving in a loaded Map</strong></p>
<p>Klicking on the map and pressing <em>F</em> allows you to move in the map. Press <em>F</em> again, leftmouse allows to fly throu the map (and walls). Rightmousklick rotates your View.<br />
<em>F10</em> toggles between Fullscreen and PainEditor.</p>
<p>Remember: Jumppads, teleporters and triggers don&#8217;t work in PainEd.</p>
<p><strong>Lesson 3: Moving the ItemsPress</strong></p>
<p><em>Ctrl</em> + left mouse and klick the end of the green arrow. You can move the Items up and down. Or <em>Ctrl</em> + left mouse and klick the end of the blue arrow or green for backward and forward, left and right. Or right mouse to rotate them.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.2.jpg" alt="PainEditoring" /></p>
<p>Some items can&#8217;t be clicked by <em>Ctrl</em>, go to your <em>/GameObjects</em> to select them. The factory HP is placed to deep (-5.74?). -5 looks good I&#8217;m fixing?. Doubleklick the name of the Item.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.3.jpg" alt="PainEditoring" /></p>
<p>Moving the Item can also be done by changing the <em>X</em>;<em>y</em>;<em>Z</em> coordinates. If you do so, press enter and then the refreshbutton (looks like a white paper).</p>
<p>Remember: Most SP Items cant be seen in MP, I recommend to test the maps online.</p>
<p><strong>Lesson 4: Placing Playerrespawns</strong></p>
<p>First of all, this is difficult to do. Because you never see them, they have no arrows for moving and some just tnot there where you placed them. But let&#8217;s try it step by step.</p>
<p>Load your map. Walk (don&#8217;t fly) in the map to the position, where you like to have your Prespawn and look in the direction he should look after spawned. Create one.</p>
<p>To do this, go to <em>/Templates/GamePlay/PlayerRespawn.CArea</em>.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.4.jpg" alt="PainEditoring" /></p>
<p>Now the PlayerRespawn should be near where you stand, but not at the same position. Test it offline or online. I would recommend to place a Item (Ammo) to the positon where he should exactly be, then copy the ammoitemcoordinates to the playerrespawncoordinates. Test it offline or online.</p>
<p>If he isnt looking in the direction he should, close the PainEd and go to Ur /Data/Levels/DM_Name/PlayerRespawn_001.CArea and open it with a Texteditor (Notepad). You will see something like this:</p>
<p>
<pre>o.Points[1] = VectorA:New(-67.237266540527,-60.112560272217,-80,0)
o.BaseObj = "PlayerRespawn.CArea"
o.Pos = Vector:New(-67.237266540527,-60.112560272217,-80)</pre>
</p>
<p>Important is the 0 at the end of the upper line. I&#8217;m not sure what it is, maybe Pie, I&#8217;m verry sure it&#8217;s not degree, because if I change the 0 to 6 I made a nearly perfect 360* turn. It&#8217;s a process of try and error, thats what it makes so difficult. The 0-6 also goes against clockrotation, means if you change the 0 to 1, the direction of the playerrespawn will be more left. You can use 1.35 or any number you like. But remember more then 6 will be the same like 0.</p>
<p><strong>Lesson 5: Placing Teleporters and Destinations</strong></p>
<p>Go to <em>/Templates/GamePlay/Teleport.CBox</em> and create one. You can resize it, rotate it or move it. At <em>+DestinationPoint/AName</em> select the Destination.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.5.jpg" alt="PainEditoring" /></p>
<p>I don&#8217;t find where the Destinations are, so what would I do? I would resave <em>DM_Unseen</em> to <em>DM_Unseen1</em>, would go to the Explorer and copy the <em>/Destination_001.CArea</em> from <em>/CArea</em> to the <em>/CArea</em> of the map I&#8217;m working on. You can move, rotate and resize them by changing the <em>A</em>;<em>X</em>;<em>Y</em>;<em>Z</em> coordinates.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.6.jpg" alt="PainEditoring" /></p>
<p><strong>Lesson 6: Again PlayerRespawns and how to fix them</strong></p>
<p>Let&#8217;s say you have created a playerrespawn here:</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.7.jpg" alt="PainEditoring" /></p>
<p>But when you look at the playerrespawn he isn&#8217;t there, he might be here:</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.8.jpg" alt="PainEditoring" /></p>
<p>Go to your playerrespawn <em>/Properties</em> and put the first number in the line to <em>X</em>, the second (hight) number to <em>Y</em>, and the third number to <em>Z</em>. <em>A</em> is the direction.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.9.jpg" alt="PainEditoring" /></p>
<p>If you refresh this action and look again at the playerrespawn he should be there, where you have place him.</br /><br />
If you set <em>A = 0</em> the direction is straight, if <em>1.57</em> then <em>90*</em> leftturn<br />
if <em>3.14</em> then <em>180*</em> turn<br />
if <em>4.71</em> then <em>90*</em> rightturn<br />
<em>6.28</em> is the same like <em>0</em>.</p>
<p>Wrong it looks like this:</p>
<p>
<pre>o.Points[1] = VectorA:New(51.196701049805,4.3561201095581,17.099 39956665,0)
o.BaseObj = "PlayerRespawn.CArea"
o.Pos = Vector:New(324.90322875977,14.121496200562,403.376 12915039)</pre>
</p>
<p>Fixed like this:</p>
<p>
<pre>o.Points[1] = VectorA:New(324.90322875977,14.121496200562,403.37 612915039,0)
o.BaseObj = "PlayerRespawn.CArea"
o.Pos = Vector:New(324.90322875977,14.121496200562,403.376 12915039) </pre>
</p>
<p><strong>Lesson 7: Sky &#8211; Fog &#8211; FarClipDist &#8211; Water</strong></p>
<p><strong>Sky</strong></p>
<p>Ok let&#8217;s do it my way and we change the Sky from Unseen and replace it with the sky used in <em>Cemetery</em> (with the big yellow moon).</p>
<p>Open both maps and save them (like <em>DM_Unseen1</em> and <em>C1L4_Cemetery1</em>). Go to your Explorer and open the <dm>DM_Unseen1.CLevel</em> and <dm>C1L4_Cemetery1.CLevel</em> (<em>C:\&#8230;\Data\Levels\&#8230;</em>) and open them with Notepad or any texteditor you like. You should see something like this:</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.11.jpg" alt="PainEditoring" /></p>
<p>Take the lines beginning from o.SkyDome.Map to o.SkyDome.Layer2.Tex2  from C1L4_Cemetery1.CLevel and replace them in Ur DM_Unseen1.CLevel beginning from <em>o.SkyDome.Map</em> to <em>o.SkyDome.Layer2.Tex2</em>.</p>
<p>Also take the <em>o.Ambient = Color:New(26,27,38,0)</em> and the <em>o.Fog.Color = Color:New(18,19,24,0)</em> from <em>C1L4_Cemetery1.CLevel</em> and copy it over the <em>o.Ambient = Color:New</em> and <em>o.Fog.Color = Color</em>: in your <em>DM_Unseen1.CLevel</em>. <em>DM_Unseen1.CLevel</em> should now look like this:</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.12.jpg" alt="PainEditoring" /></p>
<p>Save the changes in <em>DM_Unseen1.CLevel</em>. If you test the map now or load the map in PainEd it should look like this:</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.13.jpg" alt="PainEditoring" /></p>
<p><strong>Fog and FarClipDist</strong></p>
<p>Ozzy made a map based on <em>Asylum</em> and used the original <em>Fog (90)</em> and <em>Farclipdistance (91)</em>. Uhhhhhhhh.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.14.jpg" alt="PainEditoring" /></p>
<p>After I increase the <em>Fog</em> and <em>Farclipdistance</em> to <em>175</em> (<em>Properties</em>), we see much more from the map. Ahhhhhhhh.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.15.jpg" alt="PainEditoring" /></p>
<p>In rooms I allways recommend to set the <em>Fog Mode</em> to <em>No Fog</em> (for MP).</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.16.jpg" alt="PainEditoring" /></p>
<p><strong>Water</strong></p>
<p>What should I say about water? It&#8217;s wet! All I have to say right now is: please change the color of your water if you changed the skycolor. Blue sky, blue water and so on. (And don&#8217;t pee into the water!!!)</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.17.jpg" alt="PainEditoring" /></p>
<p><strong>Lesson 8: AmbushForPlayer.CBox and MonstersSpawnPoint.CSpawnPoint</strong></p>
<p>Go to the <em>/Templates</em> and create under <em>/GamePlay</em> a <em>/AmbushForPlayer.CBox</em> and a <em>/MonstersSpawnPoint.CSpawnPoint</em>.<br />
Go tho the <em>/Properties</em> of the <em>AmbushForPlayer.CBox</em> and klick on <em>+ToLaunch</em>, klick then &#8220;<em>new</em>&#8221; and then (on the right side) the little downarrow. There you can chose your <em>MonstersSpawnPoint.CSpawnPoint_001</em> or whatever. That was the trigger you missed.</p>
<p><strong>Lesson 9: You like to spawn enemies? Spawning them from the ground?</strong></p>
<p>Load <em>C1L4_Cemetey</em> and go to <em>/GameObjects/CSpawnPoint/MonstersSpawnPoint_001</em> doubleklick and go to <em>/Properties/SpawnFX</em> select your spawn.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.10.jpg" alt="PainEditoring" /></p>
<p><strong>Lesson 10: Scale of monster</strong></p>
<p>The left monster with original <em>/Scale</em>, the right one is:</p>
<p>
<pre>/Properties/Scale: 3
/Properties/Health: 666</pre>
</p>
<p>You can also change the:</p>
<p>
<pre>/Properties/RunSpeed
/Properties/WalkSpeed
/Properties/RotateSpeed</pre>
</p>
<p>Or whatever you like. You will find this all under <em>/Properties</em> (just O_O).</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.20.jpg" alt="PainEditoring" /></p>
<p><strong>Lesson 11: Combining different monsters</strong></p>
<p>Try to combine a <em>Banshee_CemeteryBoss.CActor</em> (or a simple Bunshee) with a <em>DevilMonk_Slowdown.CActor</em> and some <em>Executioner_V3.CActor</em>. You will be in big trouble. Because the Banshee makes you blind, the DevilMonk makes you slow and the Executioner will &#8230; execute you. Finally: Try to remember your favorite monsters and make a combination of them. You will see things You have never seen before!</p>
<p><strong>Lesson 12: /ParticleFX/Properties/Effect</strong></p>
<p>Just one more thing I have to say: If you create any <em>/ParticleFX</em> and you go to his <em>/Properties</em> then you can klick on his <em>/Effect</em> you will be able to use over 100 awesome effects from the game that are not listed in the <em>/PaticleFX</em> (just some are). Feel free to mix them.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.19.jpg" alt="PainEditoring" /></p>
<p><strong>Lesson 13: Some shortkeys</strong></p>
<p>If you are in the Play Level mode you can morph into a Deamon by pressing <em>9</em> or into a painkilleronly mode by pressing <em>10</em>. If you press <em>H</em> onetime you see some infos about the FPS and so on. If you press <em>H</em> twice you see the loadingtimes for most everything that is in the level.</p>
<p><img src="http://pkzone.org/wp-content/themes/wpanio/images/paineditoringg/PainEditoringg.21.jpg" alt="PainEditoring" /></p>
]]></content:encoded>
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		<title>How To Use Pained &#8211; short tutorial by blowfish</title>
		<link>http://pkzone.org/2010/07/how-to-use-pained-short-tutorial-by-blowfish/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=how-to-use-pained-short-tutorial-by-blowfish</link>
		<comments>http://pkzone.org/2010/07/how-to-use-pained-short-tutorial-by-blowfish/#comments</comments>
		<pubDate>Sun, 18 Jul 2010 19:24:14 +0000</pubDate>
		<dc:creator>HV</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://pkzone.org/?p=3114</guid>
		<description><![CDATA[MAPS Maps consist of three things. An mpk file in \data\maps\ (geometry and texture references generated from Maya) A levels directory in \data\levels\ (generated from PainEd) A texture folder in \data\textures\levels\xxxxxx where xxxxxx is identical to the mpk file name. E.g. if you have DM_Q1DM1.mpk, the textures must be in \data\textures\levels\DM_Q1DM1. MP maps MUST begin with DM_ (case sensitive) CTF maps with CTF_ PCF maps [...]]]></description>
			<content:encoded><![CDATA[<!-- wp-jquery-lightbox, a WordPress plugin by ulfben --> <p>MAPS</p>
<ul>
<li>Maps consist of three things. <br > <br /> <br > 
<ul>
<li>An mpk file in \data\maps\ (geometry and texture references generated from Maya)</li>
<li>A levels directory in \data\levels\ (generated from PainEd)</li>
<li>A texture folder in \data\textures\levels\xxxxxx where xxxxxx is identical to the mpk file name. E.g. if you have DM_Q1DM1.mpk, the textures must be in \data\textures\levels\DM_Q1DM1.</li>
</ul>
<li>MP maps MUST begin with DM_ (case sensitive)</li>
<li>CTF maps with CTF_</li>
<li>PCF maps with DMPCF_</li>
</ul>
<p>MOVING AROUND IN PAINED<br />

</ul>
<p>Hold down right mouse button, and use WASD keys</p>
<ul>
<li>To enter the game press F</li>
<li>To maximise/minimise the screen use F10</li>
</ul>
<p>CREATING A NEW MAP FROM MPK</p>
<ul>
<li>Open Pained</li>
<li>Open the properties page.</li>
<li>Pick the mpk file from the Map field</li>
<li>Set DirLight intensity to 0</li>
<li>Set Fog as required, linear, with colour and density set. (I believe fog lowers FPS slightly, but it looks nice).</li>
<li>Set Ambient light colour to white or light grey. Default is too dark.</li>
<li>Add at least ONE respawn point from the items GamePlay templates.</li>
<li>Now Save All with a new file name</li>
</ul>
<p>ADDING AND MOVING ITEMS</p>
<ul>
<li>Items are added from the templates page, either double clicking, or right click and  Create Item. If you cannot find things, most of the gameplay items (such as quad, respawn, teleports, jumppads) are in GamePlay.</li>
<li>Items are selected holding down shift and clicking LMB on them.</li>
<li>Selected items are dragged holding down shift and LMB, while clicking on an axis and dragging it in the direction of the axis how far you wish it to go.</li>
<li>Selected items are rotated holding down shift and RMB, while clicking on an axis and dragging about the axis how far you wish it to rotate.</li>
</ul>
<p>TELEPORTS</p>
<ul>
<li>Firstly turn on box thingies to see respawns and teles</li>
<li>Add a teleport from the templates list. Use shift+lmb to select, shift+lmb to drag using an axis and shift+rmb+dragging about an axis to rotate.</li>
<li>Add the destination point using PlayerRespawn template class. Position it using shift+lmb to select, and ‘x’ and ‘z’ to rotate spawn direction.</li>
<li>Rename the PlayerRespawn to something like T1Respawn, and back in the teleport properties, open up</li>
</ul>
]]></content:encoded>
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		<item>
		<title>DM_AtriumComplexPoolMod06</title>
		<link>http://pkzone.org/2010/07/dm_atriumcomplexpoolmod06/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=dm_atriumcomplexpoolmod06</link>
		<comments>http://pkzone.org/2010/07/dm_atriumcomplexpoolmod06/#comments</comments>
		<pubDate>Sun, 18 Jul 2010 10:44:18 +0000</pubDate>
		<dc:creator>HV</dc:creator>
				<category><![CDATA[Maps]]></category>

		<guid isPermaLink="false">http://pkzone.org/?p=3109</guid>
		<description><![CDATA[This map is a conversion of the C1L2_Atrium_Complex level from the singleplayer for the multiplayer. Please extract &#38; copy the folder DM_AtriumComplexPoolMod06 to your Painkiller/Data/Levels game directory (if Levels doesn&#8217;t exist &#8211; create it), for example C:\Program Files\DreamCatcher\Painkiller\Data\Levels]]></description>
			<content:encoded><![CDATA[<!-- wp-jquery-lightbox, a WordPress plugin by ulfben --> <p>This map is a conversion of the <I>C1L2_Atrium_Complex</I> level from the singleplayer for the multiplayer.</p>
<p>Please extract &amp; copy the folder <em>DM_AtriumComplexPoolMod06</em> to your <em>Painkiller/Data/Levels</em> game directory (if <em>Levels</em> doesn&#8217;t exist &#8211; create it), for example <em>C:\Program Files\DreamCatcher\Painkiller\Data\Levels</em></p>
<div style="text-align: center;"><a href="http://pkzone.org/wp-content/themes/wpanio/images/maps/DM_AtriumComplexPoolMod06.1.jpg" rel="lightbox[3109]"><img src="http://pkzone.org/wp-content/themes/wpanio/images/maps/DM_AtriumComplexPoolMod06.1.jpg" alt="DM_AtriumComplexPoolMod06" width="320" height="180" /></a> <a href="http://pkzone.org/wp-content/themes/wpanio/images/maps/DM_AtriumComplexPoolMod06.2.jpg" rel="lightbox[3109]"><img src="http://pkzone.org/wp-content/themes/wpanio/images/maps/DM_AtriumComplexPoolMod06.2.jpg" alt="DM_AtriumComplexPoolMod06" width="320" height="180" /></a> <a href="http://pkzone.org/wp-content/themes/wpanio/images/maps/DM_AtriumComplexPoolMod06.3.jpg" rel="lightbox[3109]"><img src="http://pkzone.org/wp-content/themes/wpanio/images/maps/DM_AtriumComplexPoolMod06.3.jpg" alt="DM_AtriumComplexPoolMod06" width="320" height="180" /></a> <a href="http://pkzone.org/wp-content/themes/wpanio/images/maps/DM_AtriumComplexPoolMod06.4.jpg" rel="lightbox[3109]"><img  src="http://pkzone.org/wp-content/themes/wpanio/images/maps/DM_AtriumComplexPoolMod06.4.jpg" alt="DM_AtriumComplexPoolMod06" width="320" height="180" /></a></div>
Note: There is a file embedded within this post, please visit this post to download the file.
]]></content:encoded>
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		<title>PainEditor Basics Tutorial (singleplayer levels)</title>
		<link>http://pkzone.org/2010/07/paineditor-basics-tutorial-singleplayer-levels/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=paineditor-basics-tutorial-singleplayer-levels</link>
		<comments>http://pkzone.org/2010/07/paineditor-basics-tutorial-singleplayer-levels/#comments</comments>
		<pubDate>Sat, 10 Jul 2010 22:20:03 +0000</pubDate>
		<dc:creator>Ultragamer</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://pkzone.org/?p=3057</guid>
		<description><![CDATA[Hello and welcome to PainEditor Basics tutorial (singleplayer levels). It will teach you about the PainEditor interface, what the buttons do, the counter system, and other things. 1. The Interface To the bottom right, by default there is three tabs. One is Game Objects, which list all entities such as enemies or checkpoints in the map. It will categorize the entities by their type. Another [...]]]></description>
			<content:encoded><![CDATA[<!-- wp-jquery-lightbox, a WordPress plugin by ulfben --> <p>Hello and welcome to <strong>PainEditor Basics tutorial</strong> (singleplayer levels). It will teach you about the <strong>PainEditor</strong> interface, what the buttons do, the counter system, and other things.</p>
<p><strong>1. The Interface</strong></p>
<p>To the bottom right, by default there is three tabs.</p>
<p>One is <em>Game Objects</em>, which list all entities such as enemies or checkpoints in the map. It will categorize the entities by their type.</p>
<p>Another is <em>Templates</em>, which list all the available templates to spawn. Templates are objects with preset settings, so if you wanted to make a bunch of fast enemies and don&#8217;t feel like editing, for example – the run speeds on every single default one, you can just change the run speed on the default enemy, then save it as a template. Now you can spawn it from the templates tab instead of spawning and editing every single default one Laugh.</p>
<p>The last is <em>Entities</em>. You can&#8217;t do anything here really but right click them and click <i>Look at</i> to see where they are. These entities are the map&#8217;s meshes and lights and various other things created in whatever modeling software was used to make them.</p>
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.1.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.1.jpg" alt="Pain Editor tutorial" /></a></p>
<p><strong>2. The Buttons</strong></p>
<p>I will only describe the interesting ones from left to right, on the top row. (Don&#8217;t worry about the second row, it&#8217;s only for walkmap stuff which is only needed for new <em>.mpk&#8217;s</em> and I don&#8217;t even know what they do anyways).</p>
<ul>
<li><strong>Purple-ish cube with reticule thingy to upper left</strong> = This creates a new, blank, plain object. Good for if you want to create an object possibly not in templates by specifying the name in the <em>Base Object</em> option.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.2.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.2.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li><strong>Small red box with arrow going over it</strong> = This resets the currently selected object. Resetting the object sets it&#8217;s position and settings to the last saved position and settings. Handy if you just accidentally moved an object out of some perfect alingment you set it in or messed up the settings/properties and don&#8217;t want to do it again. Or you could just close the level/click the <em>Reload Level Objects</em> button. That works too (but is a little more time-consuming).
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.3.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.3.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li><strong>Yellow and green speckles</strong> (button location around the middle of the row) = Toggle showing areas, so you can visually see them to help you know their size when your editing the size. Areas are the <em>.CBox</em> entities.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.4.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.4.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li><strong>Red box with lightning icon in it</strong> = Launch gamemode, which starts the level, switches fullscreen, and switches to player mode. A real all-in-one button.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.5.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.5.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li><strong>Play/arrow button</strong> = Turns on all lua scripts essentially starting the level. Press the <em>F</em> key to go to player mode and you will have weapons and monsters will work.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.6.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.6.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li><strong>Back button with &#8220;L&#8221;</strong> = Reloads all level objects. If you killed some monsters or picked up some ammo or anything, this puts them back. It just refreshes everything.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.7.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.7.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
</ul>
<p><strong>3. Making A Map</strong></span></p>
<p>First, click <em>File</em> &gt; <em>Extract Game Data</em>. This extracts the maps (<em>.mpk&#8217;s</em>), levels, and textures. You need the <em>.mpk&#8217;s</em>.</p>
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.8.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.8.jpg" alt="Pain Editor tutorial" /></a></p>
<p>Click <em>OK</em>.</p>
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.9.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.9.jpg" alt="Pain Editor tutorial" /></a></p>
<p>Wait a few minutes.</p>
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.10.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.10.jpg" alt="Pain Editor tutorial" /></a></p>
<p>If you want to edit an existing level with existing entities, you could copy the level&#8217;s folder, rename it, rename the <em>(levelname).lua</em> and <em>(levelname).CLevel</em> files to the new name, open <em>(newlevelname).lua</em> and on the <em>function (levelname):OnPlay()</em> part change <em>(levelname)</em> to <em>(newlevelname)</em>. Then open the level in <strong>PainEditor</strong> and edit.</p>
<p>If you want to &#8220;clear&#8221; an existing level/map, follow these steps.</p>
<ul>
<li>Click <em>File</em> &gt; <em>New Project</em>
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.11.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.11.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li>Enter the name of your level and click <em>OK</em>.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.12.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.12.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li>Click the <em>Reload Game Objects</em> button (this reloads the level to enable the map option in the level properties).</li>
<li>Open the level&#8217;s properties under the <em>Game Objects</em> tab (double click on name of your level or click right key of mouse &#038; select <em>Properties</em>).
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.13.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.13.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li>Click inside the blank space beside the &#8220;map&#8221; option, then click the <strong>&#8220;…&#8221;</strong> button.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.14.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.14.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li>Navigate to the <em>Maps</em> folder if your not already in there, and choose the <em>.mpk</em> you want.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.15.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.15.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li>Back at the level properties, click inside the blank space beside the <em>WayPointsMap</em> option and click the <strong>&#8220;&#8230;&#8221;</strong> button.</li>
<li>Navigate to the <em>Maps</em> folder if your not already in there and choose the <em>.wps</em> with the same name as the <em>.mpk</em> you chose.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.16.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.16.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
</ul>
<p>Next load up the original level and see the value for the <em>Scale</em> option in the level properties. </p>
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.17.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.17.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<p>Change the scale option value in your new blanked level to this value. This correctly sets the scale of the level so you can walk and will have collision in the level.</p>
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.18.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.18.jpg" alt="Pain Editor tutorial" /></a></p>
<p>Now you can start placing entities in your level.</p>
<p><strong>4. The Counter System</strong></p>
<p>I will now explain the counter system. The entities I know of that use the counter system are checkpoints and slabs.</p>
<p>Now you will learn in conjunction with an <em>AmbushForPlayer.CBox</em> and <em>MonsterSpawnPoint.CSpawnPoint</em> how to enable a checkpoint after you kill five monsters.</p>
<ul>
<li>To move on map use default keys <em>W</em>, <em>S</em>, <em>A</em> &amp;  <em>D</em> and pressing right mousebutton to change the direction, so you can fly on the map like a spectator in multiplayer. Open the <em>Templates</em> tab and spawn an <em>AmbushForPlayer.CBox</em>, <em>MonsterSpawnPoint.CSpawnPoint</em>, and a <em>CheckPoint.CItem</em> under the <em>GamePlay</em> folder in the map.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.19.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.19.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li>Go ahead and click the <em>Edit Areas</em> button if you want to see the <em>AmbushForPlayer.CBox</em> and <em>MonsterSpawnPoint.CSpawnPoint</em>. Open the properties of the <em>AmbushForPlayer.CBox</em> and under <em>Actions</em> &gt; <em>OnTouch</em> click in the empty space beside &lt;<em>new</em>&gt; and enter – <em>Launch:CheckPoint_001</em>, <em>5</em>.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.20.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.20.jpg" alt="Pain Editor tutorial" /></a></p>
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.21.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.21.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
</ul>
<p>The syntax for the Launch action is this – <em>Launch:</em>&lt;<em>object name</em>&gt;</em>, &lt;<em>monsters to kill until launch</em>&gt;. Now after you have killed the amount of monsters specified, the Launch action is executed. Go into the properties of the <em>CheckPoint.CItem</em> and change the <em>Frozen</em> option from false to true.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.22.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.22.jpg" alt="Pain Editor tutorial" /></a></p>
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.23.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.23.jpg" alt="Pain Editor tutorial" /></a></p>
<p> This hides and disables the checkpoint until Launch is called on it. Now let&#8217;s commence the final steps.</p>
<ul>
<li>Open the properties of the <em>AmbushForPlayer.CBox</em> and under <em>ToLaunch</em> click in the blank space beside &lt;<em>new</em>&gt; and click the arrow and choose your <em>MonsterSpawnPoint</em>.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.24.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.24.jpg" alt="Pain Editor tutorial" /></a></p>
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.25.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.25.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
<li>Open the properties of the <em>MonsterSpawnPoint.CSpawnPoint</em> and click the space near <em>SpawnTemplate</em> and click the arrow to choose the monster to spawn if you want. Devilmonks are the default. The default amount of monsters to spawn (GroupCount) is five, you don&#8217;t need to change it.
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.26.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.26.jpg" alt="Pain Editor tutorial" /></a></p>
<p style="text-align: center;"><a href="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.27.jpg" rel="lightbox[3057]"><img width="476"  height="278" src="http://pkzone.org/wp-content/uploads/PainEditor.tutorial.27.jpg" alt="Pain Editor tutorial" /></a></p>
</li>
</ul>
<p><strong>5. Finalization</strong></p>
<p>Now navigate in fly mode to where you would want the player to first start at in the map. Press the f key to switch to walk mode to get at the right height above the floor. Press the f key again to go back in fly mode to get your mouse back, then click click File > Save Level and Objects to save everything and your position.</p>
<p>Go ahead and click the Launch Gamemode button to start the game. Touch the AmbushForPlayer.CBox. Monsters will spawn. After you kill five, the checkpoint will activate.</p>
<p>I hope you guys found this tutorial helpful.</p>
<p>Have fun!</p>
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