How to pack your Mission: Difference between revisions

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All your unique assets should be packed into an archive with the same directory structure as the main mod (ie, your map file should be in the "[archive name]/maps/" folder, materials go in "[archive name]/materials/" etc).  The archive must be a zip.  Rars will not work.
An easy way to release maps is to provide a PK4 archive, which can easily be dropped into the mod folder.


You can name the archive whatever you want.  Once it is packed you just rename the zip extension to pk4.  So your archive will look like "my_map_v001.pk4"
All your unique assets should be packed into an archive with the same directory structure as the main mod (ie, your map file should be in the "[archive name]/maps/" folder, materials go in "[archive name]/materials/" etc).  '''The archive must be a zip.'''  Rars will not work. 
 
Make sure that the packed folders are not contained within a top folder, otherwise Doom3 will not be able to find anything in it. It has to look like this:
 
maps/
models/
textures/
xdata/
 
You can name the archive whatever you want.  Once it is packed you just rename the zip extension to pk4.  So your archive will look like '''my_map_v001.pk4'''.


The result can be dropped either in the darkmod directory or in the base folder of your Doom 3 installation.
The result can be dropped either in the darkmod directory or in the base folder of your Doom 3 installation.


Supposedly GarrettLoader can handle installation of Doom 3 and darkmod maps (zipped as per above) as part of its core support.
== Overriding Default Dark Mod Content ==
You may also want to read '''GarrettLoader For Authors''' available to download here:
Files that exist outside of PK4s take precedence over the packed files. So, placing a tdm_player_thief.def file into your PK4 won't do anything, because the file in the "real" filesystem will override the one within the PK4. This situation might change by the time The Dark Mod is released, but I thought this might be worth mentioning.
[http://www.potterdevelopments.org.uk/fm/downloads.pl?downloadgroup=Tutorials http://www.potterdevelopments.org.uk/fm/downloads.pl?downloadgroup=Tutorials]
 
which contains more information on enhancing your maps for use with GarrettLoader.
If you need to override default Mod content (the tdm_player_thief.def might be one of the few occasions where this might be appropriate), the files must be extracted from the PK4, possibly overwriting the vanilla Mod files. So be sure to warn your users about this, as long as no dedicated Dark Mod loader is available (which again might be obsolete by the time the Mod is released).


[[Category:Editing]]
[[Category:Editing]]

Revision as of 13:31, 27 May 2007

An easy way to release maps is to provide a PK4 archive, which can easily be dropped into the mod folder.

All your unique assets should be packed into an archive with the same directory structure as the main mod (ie, your map file should be in the "[archive name]/maps/" folder, materials go in "[archive name]/materials/" etc). The archive must be a zip. Rars will not work.

Make sure that the packed folders are not contained within a top folder, otherwise Doom3 will not be able to find anything in it. It has to look like this:

maps/
models/
textures/
xdata/

You can name the archive whatever you want. Once it is packed you just rename the zip extension to pk4. So your archive will look like my_map_v001.pk4.

The result can be dropped either in the darkmod directory or in the base folder of your Doom 3 installation.

Overriding Default Dark Mod Content

Files that exist outside of PK4s take precedence over the packed files. So, placing a tdm_player_thief.def file into your PK4 won't do anything, because the file in the "real" filesystem will override the one within the PK4. This situation might change by the time The Dark Mod is released, but I thought this might be worth mentioning.

If you need to override default Mod content (the tdm_player_thief.def might be one of the few occasions where this might be appropriate), the files must be extracted from the PK4, possibly overwriting the vanilla Mod files. So be sure to warn your users about this, as long as no dedicated Dark Mod loader is available (which again might be obsolete by the time the Mod is released).