In that case, can you tell me if I went wrong at any step below?
(1) Installed the CS SDK to C:\Program Files (x86)\X-Ray CS SDK\.
(2) Downloaded X-Ray SDK 0.5 Additional Tools a.k.a. the v0.6 update (
http://stalkerin.gameru.net/modules....=getit&lid=374) and extracted to C:\Program Files (x86)\X-Ray CS SDK\, overwriting everything as prompted.
(3) Extracted the CS marsh map and pasted its folder to C:\Program Files (x86)\X-Ray CS SDK\editors\gamedata\levels\.
(4) Pasted its 'terrain' folder into C:\Program Files (x86)\X-Ray CS SDK\editors\gamedata\textures\.
(5) Downloaded X-Ray Engine Tools (
http://xray.codeplex.com/releases/view/59306) and pasted fsconverter_cs.ltx, converter.ini, and converter.exe into C:\Program Files (x86)\X-Ray CS SDK\editors\.
(6) Renamed 'fsconverter_cs.ltx' to 'fsconverter.ltx' and set the $sdk_root$ directory path to C:\Program Files (x86)\X-Ray CS SDK\editors\.
(7) Opened converter.ini and set the paths of $game_data$ and $game_levels$ under [3456_config] to C:\Program Files (x86)\X-Ray CS SDK\editors\gamedata\ and C:\Program Files (x86)\X-Ray CS SDK\editors\gamedata\levels\, respectively.
(8) Opened the command prompt and typed:
cd C:\Program Files (x86)\X-Ray CS SDK\editors
converter -level cs:marsh -mode le -with_lods
(9) Edited LevelEditor.bat in C:\Program Files (x86)\X-Ray CS SDK\editors\ to read:
@start bin\mixed\LevelEditor.exe -nocache -editor
(10) Extracted gamedata\textures\trees_fuflo.dds from SoC's databases and saved as a TGA file to C:\Program Files (x86)\X-Ray CS SDK\editors\import\.
(11) Pasted the entire CS extracted gamedata folder to C:\Program Files (x86)\X-Ray CS SDK\editors\ (but did not overwrite any files when prompted) to prevent missing texture & mesh messages on attempting to open the map with the LE.
(12) Also copied the contents of the extracted CS 'configs' folder into C:\Program Files (x86)\X-Ray CS SDK\editors\gamedata\config\ without overwriting anything, just to be sure that no relevant files were missing.
(13) Opened the Level Editor and went Images > Check New Textures. Pressed OK as many times as necessary without making any adjustments. THM was generated.
(14) Opened the marsh map in the Level Editor; pressed 'Try Again' to the following error message to get the map to load:
[error]Expression : 0
[error]Function : CObjectFactory::add
[error]File : e:\priquel\sources\engine\xrserverentities\object_ factory_inline.h
[error]Line : 88
[error]Description : clsid is duplicated : LVL_CHNG
(15) Maneuvered the camera so that no textures were visible, so as to prevent any textures from being loaded upon re-loading the map.
(16) Saved the marsh map without making any changes to it. Closed the CS LE.
(17) Set up the CoP LE according to steps 1, 3-7, 11-13, adjusting any relevant commands and directory paths to reflect the CoP SDK instead of the CS one.
(18) Downloaded the fixxxed Level Compilers (
http://stalkerin.gameru.net/modules....heoned&lid=391) and extracted into C:\Program Files (x86)\X-Ray COP SDK\editors\.
(19) Opened the CoP LE. Loaded the marsh map I saved in step 16, by pressing 'Try Again' as many times as required to bypass the following error:
[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : D:\prog_repository\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 475
[error]Description : <no expression>
[error]Arguments : Can't open section 'graph_points_draw_color_palette'.
Please attach [*.ini_log] file to your bug report
(20) Got a lovely gray screen with no textures loaded. Went Compile > Build > OK. Took a while but the map was successfully built without crashing thanks to Bangalore's 'magic map saving' technique detailed in step 15.
(21) Exited the CoP LE and edited each of the fixxxed xrLC batch files to be appropriate for the marsh map. Tried running each one in turn and got the version error detailed earlier. (Same thing happens if I don't do the map building with the CoP LE but use the CS one instead and use the fixxxed compilers with the CS LE.)