This document will discuss how to
create and distribute content packs, such as map packs, and modifications (mods) for
When setting up your content packs
and mods it is important to use an exact replica of
the directory structure used in
As a simple example, letÆs say you
are going to create a new Disc Arena map named
You would then just need to create a
.rez file from the
People wishing to use new content
will need to create a Custom directory within their
ááááááááááááááááááááááááááááááááááááááááááááááá Custom\Mods\MyCoolMod
When zipping your files for download
it would be wise to include a brief readme that
instructs users on where to place the downloaded files.á Creating a zip file or installer that
automatically extracts the files to the proper folders would be ideal.á Please note that the functionality to load Mods and Resources is introduced in the 1.3 Update.á Players will need to have this Update
installed to load the new content.
LithRez.exe, located in the Tools
directory, is used to pack and unpack all content into .rez
files. Rez files contain all of the content,
maps, models and textures, for the game.á
In order to distribute your content packs and mods
you will need to pack your resources into a .rez
file.á You can create a .rez file by using LithRez through
the command prompt.á Change your
directory to the tools directory where LithRez.exe is located and type ôlithrezö and hit enter to view how to use the
commands.á As an example, if you want to rez your maps you would type the following at the command
line:
lithrez c MyMaps.rez C:\Program Files\Buena
This will create the MyMaps.rez file from the MyMaps
directory in your
If you want to take a look at the
files from the retail version of
lithrez x MyMaps.rez MyMapsExtracted
This will extract all the
directories and files from MyMaps.rez to the
Directory MyMapsExtracted.
When packing your files it is
important to remember to have the files set up in a directory structure that is
a replica of the original
Asset lists contain the filenames of resources that are used
by a level and itÆs components during a game, but are
not automatically loaded at the start of the level.á When precaching is
turned on in the options menu,
Before you can create asset lists, you will need to install
the Perl programming language.á You can download and install ActivePerl free of charge at http:\\www.activestate.com\Products\ActivePerl.á Once this is installed, you can create asset
lists like this:
1)
In
the Advanced Options menu in
+errorlog
1 +alwaysflushlog 1 +showfileaccess
1
1)
Run
the level you wish to build an asset list for.á
Make sure you do not use cheats and that you use everything available in
the level (i.e., you listen to all conversations, activate every secret, use all
available weapons\ammo types, set off any explosions, generate all debris
available in the level, scroll through all HUD options, etc.)
2)
When
you feel confident that you have done everything possible within the level that
would require an asset of some sort to be loaded dynamically, quit the game
without loading any additional levels.
3)
Rename
the error.log file to the exact name of the level
with a .log file extension (i.e. mylevel.log).
4)
You
will now need to manually edit the log file so that it only contains resources
loaded after the level was completely loaded.á
Open the log file with a text editor and delete the following:
╖
All text prior
to the line that reads something like: ôLoaded world: Worlds\RetailSinglePlayer\mylevel in 3.87 secondsö
╖
Everything
after the line that reads ôWorld Endedö.
5)
Save
your changes and exit the text editor.
6)
If
for any reason you need to play through a level multiple times to ensure that
all resources have been recorded, follow steps 1-6 again, making sure to rename
each new log file appropriately. When done, youÆll need to create a single log
file that combines the contents of all of the smaller files, and rename this to
ômylevel.logö.á
You do not need to rearrange the contents of your log files in any
particular manner, as all the matters is that the complete list of resources is
contained in the file that you copy over in the next step.
7)
Copy
the edited log file to the Tools\AssetLists\logs\new
folder.
8)
Double
click the
9)
Copy
the AssetLists\Final\levelname.txt file into the Game\Worlds\ directory
associated with the level that was logged.á
For example, if the level was Game\Worlds\RetailMultiPlayer\dm_mylevel.dat,
you would copy the AssetLists\Final\dm_mylevel.txt file to the Game\Worlds\RetailMultiPlayer folder.
10)
Your
asset list is now complete. The next time you run this level, all of the
resources contained in the list will be precached
before the level begins.