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.mix [message #-983053] Sun, 09 February 2003 12:59 Go to next message
Anonymous
how u make file so they dont have to go under the mod section, .mix file i think? [Roll Eyes]
.mix [message #-983052] Sun, 09 February 2003 13:42 Go to previous messageGo to next message
Anonymous
any1 there?
.mix [message #-983051] Sun, 09 February 2003 13:42 Go to previous messageGo to next message
Anonymous
There is a tutorial for this. But it very confusing.
.mix [message #-983050] Sun, 09 February 2003 13:49 Go to previous messageGo to next message
Anonymous
where is the tutorial?
i think i could figure it out, cant b much harder than some of the things i do [Wink]
.mix [message #-983049] Sun, 09 February 2003 14:02 Go to previous messageGo to next message
Anonymous
I think all you have to do is rename the extension to .mix because .pkg is another form of a mix. Or you can extract everything out of the .pkg and use xcc to make a new mix with all those files in it.
.mix [message #-983048] Sun, 09 February 2003 14:11 Go to previous messageGo to next message
Anonymous
Make sure you only have one level in your mod folder.

1. Delete Always, characters and presets in your mod folder.
2. Add .mix to the mod name in the exporter. Make sure the file name of your map is the same as the mod name in the exporter.

I'm not 100\% sure about this.
.mix [message #-983047] Mon, 10 February 2003 11:01 Go to previous messageGo to next message
Anonymous
thanx, ill try those
.mix [message #-983046] Mon, 10 February 2003 11:24 Go to previous messageGo to next message
Anonymous
just export but make the name this:

"YourMapName.mix" (with the quotes)
.mix [message #-983045] Tue, 11 February 2003 17:31 Go to previous message
Anonymous
Any textures in your levels folder that are also contained in the always.dat file can be removed from the levels folder to make the file smaller. Just move them or temp delete them then export the package to .mix.
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