How to move map mods
Posted 09 June 2013 - 04:55 PM
Posted 10 June 2013 - 08:22 PM
Posted 10 June 2013 - 10:11 PM
1: In OpenIV, go to data/maps/[Name Of Map Mod], open the img file of the map, and right click on the .wdr, .wtd, and .wbn (Drawable Object, Texture Dictionary, and Static Collision) files and click 'Export To openFormats' for each.
2: Open GIMS IV in 3DS Max
3: Under tools, activate the Map Helper
4: Under Import WPL, click on the * and check 'With Models' and 'Use IDE'
5: Load the Map Mod's WPL
6: Load the Map Mod's OBN(s)/OBD(s)
7: Under IDE OBJS/TOBJ/ANIM editor, click the 'Get' button while the map mod is selected in 3DS Max (Unsure if this is necessary)
8: Under Collision editor, click the 'Get' button while the map mod is selected in 3DS Max (Unsure if this is necessary)
9: Move the map where you want it
10: Repeat Steps 5 & 6 (Unsure if this is necessary)
11: Export the IDE, WPL, and OBN(s)/OBD(s)
12: Insert the OBN(s) back into the map's img file using OpenIV (OBN is the WBN converted)
Have fun with your moved maps/packed game map!
Posted 11 June 2013 - 10:56 AM
Posted 11 June 2013 - 02:59 PM Edited by SpoonTheMan, 13 June 2013 - 04:39 PM.
|QUOTE (folypers @ Tuesday, Jun 11 2013, 04:56)|
|'Get' isn't needed on col ,ide, and wpl. You should however reset the xform of all objects before export (I suppose you did?)|
I don't believe I did, but it seemed to work anyway... what would that do, make the game more stable, compress the map better, or what? If there is still a reason to reset xform, how do I do that? Thanks
Edit: I found how to reset xform, but what would be the reason to?
Posted 15 June 2013 - 03:05 AM
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