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Splinter Cell Chaos Theory Map Editor

Make your own maps with the Splinter Cell Chaos Theory map...

  • Category Action
  • Size 32.7 MB
  • Program by Ubisoft Entertainment

Splinter Cell Chaos Theory Map Editor

Make your own maps with the Splinter Cell Chaos Theory map editor! Create your own customized spy vs. mercenary battlegrounds with these new tools from Ubisoft.

Splinter Cell Chaos Theory : map editor

This editor enables you to create new maps.

You may use existing packages or create your own static mesh packages.

New objects can be created (and included in new static mesh packages) either by converting brushes or by combining existing static meshes. Use

convertToStaticMesh feature to do so... please see related documentation.

You may also create objects on 3DSMax and import them via the editor.

Note: You need to have the game "Splinter Cell Chaos Theory" installed in

order to playtest the map you have produced.

Note: if you have installed the game, this map editor is automatically

installed during gameinstallation. The documentation is available on the DVD in the directory Extras.

Content:

- This readme file

- VsMapeditor_Program : the map editor program and other files

necessary to launch it

- VSMapEditor_Docs : some documentations :

* SCPT Map building Overview.doc

* BEST PRACTICES MODELLING BRUSHES.doc

* ConvertToStaticMeshes.doc (About usage of ConvertToStaticMesh

contextual menu)

* Editor_FromPandora_To_ChaosTheory.doc

* Geometric Event

-VSMApEditor_3DSMaxPlugin : a few plugins for 3DSMax

A specific forum dedicated to the editor's users is available at

http://forums.ubi.com/eve/ubb.x?a=frm&s=400102&f=2561076052

Installation:

Unzip the VSMapEditor_Program directory anywhere

If you want to use Max, you will need to install the plug-ins found in

VSMapEditor_3DSMaxPlugIn

Note : You cannot modify the original map files, if you want to do so anyway, save them with a different filename.

Making your maps available for other players :

Once you have done a new map, and are ready to make it available to other

players, produce a zip file that contains :

* the .sdc file produced (it will be located in Packages/Maps)

* the new StaticMesh packages you may have created (they will be located in

Packages/StaticMeshes)

* the new Textures packages you may have created (they will be located in

Packages/Textures)

* the xxxxxx-i.utc file produced (with the same name as the map) in

Packages.Textures

* the new Sound packages you may have created (they will be located in

Packages/Sound)

Important Recommendations:

- Do not erase or rename the original packages and maps of the game or it may be damaged and you will need to reinstall the game.

- You won't be able to connect if you don't have exactly the same maps and

packages than the other players in the network session.

- Only static meshes packages can be modified, prefab packages and maps can be created

- Be careful to have unique names for all packages, maps, objects etc...

- The name of the maps should be 5 characters long with 3 characters and a

number on 2 characters.

E.g: "MUS08"

Disclaimer:

The map editor is provided on an "AS IS" basis. UBISOFT MAKES NO WARRANTIES, STATUTORY, EXPRESS OR IMPLIED, WITH RESPECT TO THE MAP EDITOR, ITS USE OR ANY PROPRIETARY RIGHTS THERETO. The user understands that the map editor (a) will likely contain errors, (b) may not function at all on the user's systems, (c) may fail and such failure may cause loss of data, corruption or destruction of other software or hardware of the user, and that UBISOFT may not be able to foresee or warn the user of any such problems. The user assumes all risks associated with the map editor, and in no event will UBISOFT be obligated, contractually or otherwise, to indemnify the user for any losses that it may incur in connection with the map editor or otherwise relating to the map editor

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