Welcome, Guest. Please Login or Register
AvP Unknown
Normal Topic [VIDEO TUTORIAL]How To Make Custom Maps In AVP1 (Read 4300 times)
Forum Moderator

I'm the Walkin' Dude

Posts: 197
Joined: Apr 29th, 2015
Gender: Male
[VIDEO TUTORIAL]How To Make Custom Maps In AVP1
Oct 21st, 2015 at 12:18am
Print Post Print Post  
I got permission from Bladeghost (aka Scythewraith) to repost his videos on making maps in 3D Studio Max 3.0/3.1 and Inteng for Aliens versus Predator Gold and Classic 2000.


Obviously to get started you need the right tools, and in the case of Aliens versus Predator Classic 2000, you'll need tools that are hard to come by and often difficult to get working in the first place. To mod this game, you will need the following:

  • Aliens versus Predator Classic 2000 (Steam or GOG) OR Aliens versus Predator Gold Edition
  • WinZip, WinRar, or some other kind of extracting program
  • 3D Studio Max R3 or R3.1
  • Official Gold Tools

As Windows 7 is the version I use, that is all I can speak for.

First things first. If you don't have AVP Classic 2000 or Gold Edition, I don't know what you're doing here. Get them.

Secondly, download the AvP Editing Tools currently hosted on AVPUnknown.com. Open up the AvP Editing Tools folder.


Follow these directions in this order:
  • Locate your AVP Classic folder. Default directory for Steam users: YourDrive:\Program Files (x86)\Steam\steamapps\common\Aliens vs. Predator Classic. Default directory for GOG users: YourDrive:\GOG Games\AvP Classic.
  • Copy this folder.
  • Go to YourDrive:\Program Files (x86). Create a new folder called Fox. Paste AVP Classic folder into this location. Rename the folder to Aliens versus Predator.
  • Open the folder and find the folder called "bin". Inside, copy the avp_classic.exe. Go back one folder and paste it. Rename it to avp.exe.


Go back to the AvP Editing Tools folder you downloaded. Open up the folder called AvP_GE Level Creator.zip and install 3D Studio Max 3.1. If for some reason it won't work, version 3.0 is available for you as well.

Once you're done with that, locate the folder called avptools.zip and open it up. Inside a folder called fox editing tools should be four zip files, one .exe, and one .txt. Run the program called avptoolssetup.exe and set the directory to Program Files (x86)\Fox\Aliens versus Predator. Once setup is finished, extract the other zip folders to this directory: Program Files (x86)\Fox\Aliens versus Predator\tools. Add the .txt if you wish.

Go to your Fox\Aliens versus Predator\tools folder. Inside will be a folder called 3dsmax3_plugins. Open it. Inside should be two .dle files and one .BMI file. Copy all three. Now go to where you installed 3D Studio Max. Default directory is YourDrive\Program Files (x86)\Autodesk\3dsMax3.1. Open the folder here called Plugins. Paste the three files here.

Lastly, return to the AvP Editing Tools folder you downloaded. Open the folder called Old Modding Tools.zip. The only program that will concern us now is FastFile Explorer. Run the setup and install the program to your computer.

The Programs You'll Be Using
These are the main programs you'll be using to edit AVP:

3D Studio Max 3.1: This is where you'll be building the map itself. You may use a more recent version of 3D Studio Max, such as 2010, to actually build the map. However, you must save it as a .max so 3D Studio Max 3.1 can read it. Only 3.0 and 3.1 have the ability to convert the map file to .RIM format.

Inteng: This is an abbreviation for Interface Engine. This is the second-stage level editor that deals with AVP-specific parameters, such as spawn points, item and bot placement, and lighting. This is also where you will assign strategies such as doors opening, lifts ascending and descending. The basis of the map is constructed in 3D Studio Max, while all the items and parameters are dealt with in Inteng.


In order to use Inteng and not have it look like shit, you will need to follow the instructions in my guide on getting AVP Gold to work on modern systems.

3D Studio Max 3.1 may not show you the gridlines. If that happens, download this version of the program, extract the folder to C:\3dsMax3_1. Open up 3dsmax.ini in Notepad and find the line that says GFXType=Direct3D. Instead of Direct3D, type in HEIDI. Save the file, then try the 3dsmax.exe from that folder.


Once you have ALL THE ABOVE WORKING, you can begin the video tutorials. I have included the written transcriptions underneath.

0:00 Hi everybody, this is Bladeghost. Iím going to show you a little quick tutorial on how to make a fast level in Aliens versus Predator 1. Once you have the Fox tools installed youíll have a little folder here called Tools in your Aliens versus Predator file [located in C:\Program Files\Fox\Aliens versus Predator\Tools]. Open that up and youíll see 3dsmax3_plugins. This is for 3DS Studio Max 3. Youíll need to take these plugins and put them in the plugins folder in your 3DS Studio Max 3 application.

0:40 Now, open up 3DS Studio Max. To make your first level youíll need two reference points. Oneís called a hudson and the other oneís called a nucleus. You can do that by simply creating a box in your top view. Make this 1x1x2 high [length: 1; width: 1; height: 2]. Okay, you can zoom in on that, and youíll have to call this sucker hudson. Then take a dummy object under Helpers and place that in the middle. Just right-click on the spinners and itíll make it zero out. Same thing with the box, you want it in the dead center. So take that, okay, we got this sucker centered now and weíve got to make the hudson right in the middle. So take it, move it there, change its pivot point, and center it to the object. Okay, that should be perfect. Okay good, now we have to name the dummy object nucleus, we canít have it called dummy so weíll just name it Nucleus.

2:15 Okay, that will tell the engine what the size is of your player. The hudson square here that you see, this is the actual height of the player, so consider that when youíre making doorways and how high the door is going to be over your player.

2:34 You can start by making a simple box and weíll hollow it out. So bring that inside a hudson here. It really doesnít matter, you can have it on the line as well. But as you can see, the normals are on the outside of the box and what we have to do is flip them. So go to your Modifiers, find your Normal Modifier, and flip them so itís inside out.

3:05 Okay, when youíre done with that you can turn it into an editable mesh. Letís say you want to give it some texture. Open up your material browser, choose bitmap (bmp), go to your graphics folder inside your Aliens versus Predator\graphics, and choose envrnmts. Once youíve installed the tools, all these should be unpacked for you so you can easily find them. So letís go to Battle, put a Hivecliff01 in there. Click Open, letís apply it, show it, and you have to UV Map it. Once you UV Map it, youíll have your textures applied, as you can see here, take off the grid.

3:57 Okay, weíve got a basic room that should be big enough for a single player. Okay for this, what youíll need to export it as a .RIF file. Go to your Fox game, or if you got it in Steam you can do it in Steam as well, but Iíve got this installed in both. So go to your custom folder. If youíre doing a custom level itís good to start out in your custom folder. Letís just call this sample.rif. Click on Save.

4:40 Youíll get a couple dialog boxes. Do you want to edit modules with no rotation data/keep rotation data? Just for levels only, you want to keep [it where it is (no rotation data)]. Everything else default is okay. When youíre making doors and youíll do morphing, thatís a separate export. Everything else, this is for animations. ďNo dataĒ is for huds and for levels. Just click OK. Shape export options, you can just leave all these unchecked and just click OK. And here (Objects to be exported), when youíre re-importing your level, youíll get all your stuff in this left column. If you donít want to replace it, just select them and click on the box. MAX Objects to be added: if you donít want it to be added, youíll click this box. And anything you want to delete, youíll highlight it and just check the box to delete that one box. So if youíre replacing something with something new, youíll do it that way. So just click OK.

5:35 And then we can go to our AVP folder. Go into avp_rifs and look for your sample level that youíve created. To get that started, double-click on it and Inteng will open up and automatically start that. So double-click on it, and here weíre inside the box. So now what weíll need to do is bring your mouse to the top, go to Mode, go to Module Linking, click on your area, and hit S so it turns blue. When youíre doing extra rooms what youíll be doing is linking them together. Youíll click one, go to next, click N, so it links, itíll turn yellow, and back and forth.

6:30 Everything that you see in your view is what youíre going to get. So filled poly line, thatíll help. So go back to our room here. Letís go to object placement, letís come inside, and letís put in a player start. Okay, we can make an AVP generator for multiplayer, letís just call it start. Hit the E key for Edit. Check Multiplayer Start. Click OK. Mode, Save, Exit.

7:06 Letís add a light. Go to light sourcing. Hit the D key to drop a light and then back up hitting the A and Z keys. Everything that gets placed, you wonít see it because the camera will be right on top of it. So letís just move that in place, by hitting the L key and the camera move keys. You need to select it first and itíll move. Then use the NUM PAD keys and itíll turn and move around as such.

7:38 Now all these parameters you get you use by hitting the greater and lesser keys and the plus and minus keys to go through all the items and objects. Okay, Run Time for objects and things, Omni will give your bright light, take that down, Range, Spread, Brightness, Color, everything.

8:02 Once youíre good, letís go to Save Intensities for Game, click Exit, make sure you hit Miscellaneous, Recalculate Normals and Extents. Quit Inteng.

8:15 Then you can fire up the game. Load up your level, let's say, in Skirmish because itís in a custom folder. Look for sample. Start. Thatís how you get your first level working in the game using 3DS Studio Max and Fox Tools.

0:00 Welcome to part 2 of my Aliens versus Predator Inteng level tutorial. I arranged some items Iím going to show you, some module-linking, weapons placement, lighting, track, editing, and how to put in a switch and area switches. So letís try what Iíve got here. Here you can see Iíve just built a couple basic rooms that needs to be built. So the first thing I want to do, this is fresh out of 3D Studio Max, just plain geometry. Nothingís been done yet so it wonít work in game yet until you actually do the things Iím going to show you. So first thing youíll need to do is bring your mouse to the top, go to Mode, letís try Module Linking, choose the first area that youíre going to be in. Figure it this much: this is where the playerís gonna be, and everything the player needs to see is what you need to render so you need to link each thing that the playerís gonna see. So if youíre in this area, heís gonna need to see everything thatís in front of him. Same thing with the next area, the next area, and the next area and so forth.

1:13 But now since we have placed objects that we need to move, like these doors Iím gonna move with a switch, and an area switch, what Iíll need to doófirst, letís get out of here [Module Linking]. When you first open Inteng, you select your item, and you need to tell it whether itís going to be a placed object or module. So right now, letís go to Object Type, under Object, then weíre gonna Place Object. Same thing with the other one [door], Object, Place Object. The switch, the doors here, make them placed, Object, Placed, and Object, Placed. So now when we go into Module Linking, see this is the most important area that youíre going to be using a lot here, is the Mode. So make sure you look into that; you have the Texture Map, Module Linking, Adjacent Modules, Lighting Source, Object Placement, (Hierarchy is for animations) and Strategy Data are most important. So everything from here [Texture Map] to here [Object Placement] and here [Strategy Data] are the most important things for level editing.

2:28 So right now letís go to Module Linking. Iíll show you how to link modules. You can see that when Iíve made these [doors] into placed objects they just disappear because theyíre not actually modules. Theyíre placed objects so thatís why theyíve disappeared when I went into Module Linking. So letís render each area. First, choose an area, hit the S key to Set it, itíll turn blue, select the next area with your mouse, hit the N key to Link it, itíll turn yellow, same thing for the next one N, N key, N key, N key, N key. So now this blue area where the player will stand will actually see these areas that have turned yellow. Now go to the next one [area], hit S, and youíll see everything turns white because itís not linked. Youíll need to go back and link each piece so that itís actually visible when youíre in the game. Same thing here [next area], S, and N, N, N key, N key, N keyÖand so forth. So everywhere that the player moves, you know, it has to be able to see where youíre going. This is just a quick module linking area. When you do adjacent modules, itís the same process, but thatís just for doing the AI. So once we get all this done in place, okay everything is rendered so now when youíre actually in these places, all these areas will actually be visible. Okay good, so now we can exit out of here [Module Linking].

4:17 So the first thing I want to do is move these doors when I walk into this area here. So what Iím gonna do is actually put a virtual object in here to make it an area switch, and Iíll show you how to do that. You go to Mode, Strategy Data, you go to No Textures or Normal. Normal will show you with textures, No Textures will be see-through so you can actually see through all the links so we can find everything through all the walls because theyíll be invisible. So from here, letís right-click, letís create a virtual object, letís create one here, give it a name, letís call this Switch 1, hit Enter. Okay, back up using the camera keys. Camera keys are A and Z and the arrow keys. Okay, select your virtual object, right-click on it, letís assign it a strategy, and letís make this an area switch. Once youíve done this, youíll see you have a selection where you can change the trigger volume, blah blah blah whatever. Hit the V key and then select the area you want the switch to actually activate. Once you have your module selected, hit the S key to set it and itíll actually surround it, and thatíll be your actual trigger area. Once youíre done with that, hit the Enter key to exit. Hit your targets. Click on the None name and choose what you want it to activate. So you want these two doors to open. So you select those two doors to open, youíll see those items will be listed. So once youíre done, hit Enter, then right-click to exit.

6:05 Once youíre done with this, come over to your other area to the switch here that you want to activate to open these two doors [different doors]. Whatís going to happen is weíre going to have an area switch that opens these two doors [first two doors], and weíre going to have an actual switch that opens these two doors [different doors]. So thisíll be separate. So this switch, what we want to do here is actually give it a strategy as well. So weíre going to right-click on it, assign it a strategy, and choose Multi Switch. So Multi Switch, click on that, and here what we want to do is choose targets. Click on the None name and choose the two doors for the targets. Once youíre done, hit Enter, and then right-click, and thenÖWhile weíre in this mode what we can do is choose each of these doors, right-click on them, assign them a strategy, and choose Track Object. Okay, click on Track Object, right-click, choose the other door, right-click, Assign Strategy, Track Object, right-click, same with the other ones. If you donít do this, the game will crash. So Assign Strategy, Track Object, right-click, other one, right-click, Assign Strategy, Track Object. Good. Okay, once weíre done here we can go to Mode, Exit, itíll ask you if youíd like to save, say yes.

7:41 Now we can go into Mode, Object Mode, Object Placement, and choose the actual doors. First what I want to show you here, before I show you how to track objects, while weíre in Object Mode, you want to add weapons? Just right-click on an area. You can go Create Weapon, choose, say, Pulse Rifle, itíll ask would you like to have this imported, click Yes. Youíll see that the object is actually ported right on top of your camera. Hit the F key to go into Fly mode. Use your camera keys to move the object, and move it around. Now, if you donít deselect it, itíll go through the floor like you see this. So deselect it using the Backspace key, reselect it, and then hit the F key again and itíll collide with the floor. To move it around, use your Number Pad key to pivot, rotate it, whatever. Once youíre done hit the Backspace key to deselect it, and youíre done with your weapon additives. With your weapons you can choose Ammo, Light, Stimpack, Predator Charge, Armour. Okay, now when you create Light, thatís for destructible lights that you can edit in Lighting mode, but thatís a different area than I want to cover. For now, weíre done with this.

9:02 So letís go back and give these doors a track. So letís choose the door, right-click, Iím sorry, choose the door, go up to Object, go to Edit Track, okay, right-click, choose Edit Section End Position, okay, hit F to enter fly mode, and use the camera keys to actually move the object over to where you want it to go. Okay when youíre in position, right-click again, go Finish End Position Edit. And here you can right-click and go Play Track, and youíll see the actual thing start to move. Now† if you want to change the speed and everything, right-click, Stop Play Track. Right-click, go to Properties, Section, Track. If you go Section, itíll give you the time. It defaults to five seconds. If you want it to go fast, you go one second. If you right-click again, go Properties, Track, youíll get a selection where you can loop the track (loop back and forth playing at start), use track smoothing, or timer start. With the virtual object thatís gonna do the area switch, itís gonna just do it automatically. So once weíve got that track created, we can stop the Edit Track, choose the other one [door], and give that one the same thing. Select it, go to Object, go to Edit Track, okay, left-click, and then right-click, Edit Section End Position, select that, hit F to go into fly mode, and use your camera keys to move your object where you want it to go. Stop, right-click, and then Finish End Position, okay, right-click again, you can play track, and you can see that itíll move like it does. Stop Play Track by right-clicking, Mode, Stop Edit Track, Save, Exit.

11:07 Okay, now, when you walk into this area, these doors will open. Now, for this switch, again, you want to go to Mode, Object Mode, Object Placement, you want to edit the track, so you want to select it, go to Object, Edit Track, select it, right-click, Edit Section End Position, click that, and then right-click again, Edit Pivot Point. You select Edit Pivot Point and you can see that youíll find that youíll wanna put the cursor right on the exact center of where itíll go. Once itís centered where it needs to pivot, right-click again, click Stop Pivot Edit, and then you can actually then enter fly mode (hit the F key), and move it to the position you want it to go in. You can use your Number Pad key to turn it down to where it needs to go like this. Once itís in position, right-click, Finish End Position. You can right-click again, Play Track, and you can see that itíll actually turn down. Now, if itís a little slow, go back to the Properties, go to Section, and make this one second instead of five. So if you click OK, Play Track youíll see itíll go a lot quicker. Okay, stop Track, stop Edit Track, Mode, Save, Mode, Exit. And this [lever] will actually open up your doors when you hit the switch. So Iíll try to put that into the video to show you how that actually works. But this is what you need to learn and do when you put these things to put it into the game to have them work like, as such. You need to give it an actual edit track, a strategy, as opposed to giving it an object placement, and youíre giving it an actual edit track. Track is just pretty much an animation in short terms so that you can understand that this is how that works. So this will give that how that goes. Another thing I want to cover before I exit this area is just make sure that when you save, you also make sure you go Recalculate Normals and Extents and in Lighting mode, light sourcing, just re-do the lighting as well, Save Intensities for Game, so that should be good from here. So Iíll continue on. All right, thanks.
« Last Edit: Nov 15th, 2015 at 1:07pm by Olde »  

I insult you because of the asshole and scum that you prove us all to be.† - En Sabah Nur on TBBC Forums

Lucifer wrote on Oct 8th, 2016 at 9:54am:
go to fuck your self olde!
Back to top
IP Logged


Posts: 1399
Location: Lost~
Joined: Apr 20th, 2010
Gender: Male
Re: [VIDEO TUTORIAL]How To Make Custom Maps In AVP1
Reply #1 - Oct 23rd, 2015 at 3:07pm
Print Post Print Post  
Awesome man, just Awesome!

This will definitely come in handy

Cheers dude

Back to top
IP Logged