use a seperate folder for each game type ...
currently only scirmish maps are supported

for creating levels ....
Place all 3D objects into either the critters or objects folders.
IMPORTANT: ALL 3D OBJECTS MUST FOLLOW THESE RULES *****
1 - place each object into its own folder
2 - the folder's name MUST be the same as the .CRE file
3 - the image file for the object MUST also be the same as the .CRE
4 - all required sounds must also be in same folder as .cre
5 - all script files must be in the Scripts folder


*************************************************************

When using the creature editor ...
the bitmap used as the displayed image
should be the same as the name of the .cre file.
That is because the enity loader expects that name
when determining what image to display as a preview.
If it cannot find that image, not a problem, it will simply
display a blank (x) to indicate the image is not ready.

Also, watch for some "gotchas" when setting up .cre files:
ALL required files MUST be in the same folder as the .cre file.
that means Sounds,Images,X-files,Scripts ... whatever.
That way the loader knows where to find them.

OK Most of the settings are pretty self explainatory...
Using Scripts:
Looks simple eh? Just select a dll. Well, be aware of the
collision data. The script will be called when the collision
occurs. So, sometimes you may want invisible objects to handle
scripts , such as whenever near an object ... So, you will need
2 objects for that .... one, without a script, but
accurate collision data, the other, without an object, but
with the larger collision data ....

Also, all objects with scripts are checked for movement.
So, the fewer objects with scripts, the better, but probably
not a real issue. Objects can have multiple scripts,
but that gets complicated. Basically, each item in inventory
can have a script. So, each intity can have several items
and each runs a script .... Also, the scripts can
be changed during a game, but that requires advanced
scripting .... Just moving the script pointers about.
But, that is a special script event prone to problems.
After all, a script pointer is a pointer to a function.
Swopping such pointers can cause crashes if care is not
taken.

**************************************************************
game file types:
.lvl	this is the original level map file
	information here is a memory map and cannot be modified

.sen	this is the original senario file containing a list
	of objects in the game. Its a text file and can be viewed
	using notepad if desired. Actually, it will need modifying
	because the editor doe not track player IDs. So, if setting
	up a multiplayer game, the player IDs will need to be manually
	set using a text editor, like notepad.

.cre	this is a creature file. It contains a list of all
	extra files a creature or game object may need, and sets
	up various default starting options (hit points). Its
	a text based file and can be edited with NotePad or
	the included creature editor

.lsav	this is a map level game save. Its a memory map and cannot
	be altered by any method.

.ssav	this is a senario game save. Its a memory map and cannot be
	altered by any method

.txt	This is the senario text file holding all text that may be displayed
	in the game. Can be viewed or edited with notepad

Scripts.lst
	This is a listing of all scripts used by the game.
	Actually, its a listing of all scripts in the scripts folder.
	Its just a .txt file and can be viewed. If the file
	is deleted, it will be re-created. The scripts are in a
	special order and should not be altered. The Math.dll
	MUST be the first .dll loaded, as it loads the others.
	If during a validation proccess, a .dll file should be
	missing a required function, it will be removed from this
	list and not used in the game. A warning will be issued.


NOTE: all senario files must have the same name example:
	tutorial01.lvl
	tutorial01.sen
	tutorial01.txt

	this is how the game knows which level to load next.

