Creating and Loading

To create an all new level, choose FILE > NEW and you will be asked where to save it and under what name to save it.

To load an existing level, choose FILE > LOAD and you will be asked for which level to load. (NOTE: If you currently have a level opened, you will be asked if you want to overwrite the current environment. Answer YES on that question. It will only be overwritten in the program's own buffer, not in the actual file (i.e. no harm is done to your level).

Now that you have your level opened/created, you need to specify what shapes should be included in the assembly, which textures the level should have access to, which sound folder it will use, generator settings, environmental settings, environmental scaling and more.

Quick Lession: Why is it that whenever a .rif file, containing placed objects, is loaded into CCAmain there will be a string of error messages stating that each of the placed objects that were loaded into the lift file cannot be found? (It is possible to manually locate all of the .rif files, but this becomes tedious when the amount of .rifs loaded is in high quantity)

Answer: Whenever a rif file is loaded ccamain attempts to update the copies of any placed shapes with those from the original shape files (stored in the shape_rifs directory). Either place the rif files that it is looking for in the shape_rifs directory, or press cancel to skip all the messages. If the shapes haven’t been changed externally it won’t matter that they can’t be found