The masks are merely for making textures. OpenZone doesn't use them at all, but I included them in case anyone wants to use them to make new variants (e.g. a road on a different background). I use TextureMaker to make all of my textures, and it allows mixing textures with opacity masks.
Some of the zones have pretty wild coordinates. The reason for it is because, if you're using ZoneProxy, the client caches the sound info from the replacement zone (e.g. tutorial) and it means that you'll still hear tutorial sounds. ZoneProxy merges the sound information from your zones together with tutorials so they are all in the same zone...that way you can hear any ambient sounds you set from within the ground editor. If you're just replacing zones outright without using ZoneProxy, this isn't an issue.
You should load the zones in OpenZone and enter fly mode, then look at your position along the bottom status bar to find good positions for entering them. They're set pretty far from normal coordinates so their sounds won't interfere with each other.
They can take a long while to export, especially Veldona. It has to do with all the light sources...OpenZone has to raytrace every poly in the light radius to see how it's lit (or if a poly is blocking the light). Be prepared to wait upwards of 15 minutes per zone.
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