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Maps 101 - Using Custom Maps

Started by joemama, February 19, 2007, 08:54:58 AM

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joemama

I've received and seen some basic questions about maps, so I thought I'd start this thread to answer them. 

So, here goes:

Maps 101 - or using maps for noobs

notes:
written for North American version of game, apologies to those with different versions
written for FFVTTR, but applies to FF as well

Intro
A map in FF or FFVTTR is actually a mission.dat file.  The mission.dat file tells the game which terrains, objects and textures to use and where to place them.  They are stored in Data/Missions, FFX/Missions or any other mod with a Missions directory.  Each map is saved in a different folder, usually with the name of the map (or mission).  Therefore, the (default) file path would be: C:Program Files/Irrational Games/Freedom Force vs The 3rd Reich/Data/Missions/anymission/mission.dat.

The default (campaign and multiplayer) missions are stored in missions.ff, a file archive located in your "Data" folder.  Loading the game (or FFedit) extracts these files and you see them in-game.  User-Created Maps, on the other hand, are placed directly into your default directory: ie C:Program Files/Irrational Games/Freedom Force vs The 3rd Reich/Data/Missions/.

Map texture files (.dds or .tga)  are stored in a directory specific for that map (as defined in the mission.dat file).  The default texture directory is located at C:Program Files/Irrational Games/Freedom Force vs The 3rd Reich/Data/Art/Library/Area_Specific/_textures/.  All in-game campaign and multiplayer maps use this directory.  Like the mission files, texture files are archived in art.ff located in your Data folder.  Some custom maps have their own texture folders.  These folders go in Data/Art/Library/Area_Specific/.

note: You can exchange Data for FFX in any of these examples.  If you are beginning to mod, use your_mod_folder instead of Data.  The difference is that anything in the Data folder works in the standard game or any mod.  If, for example, you place anything directly in your FFX (or other mod) folder, it will only be available when you run FFX or your mod.


User-Created Maps
User-Created or custom maps are available from a wide variety of sources.  They typically consist of three things: 1) the aforementioned mission file; 2) custom or unique textures; and, 3) .dat files with custom or unique objects/characters (not all user maps include .dat files).

Most, if not all, custom maps include a readme with instructions on how to install them, but they all essentially go in the same place.  To use a custom map, place the mission file (keeping it in its folder) in your Data/Missions folder.  If you place them in you Data folder you will be able to use them with FFX or any other mod.

Next, place the textures in your Data/Art/Library/Area_Specific/ folder.  If the map came with its own texture folder, place the entire folder there.  Some maps will put textures into the default (Data/Art/Library/Area_Specific/_Textures)directory. If that is the case you should place them there as well.

Finally, merge any .dat files using FFedit.  Open FFedit and make sure you're on the "Options" tab.  Look for a button that says: "Merge DATs".  Click it.  When the window opens you will be asked to select a file to merge TO.  Next, you will be asked to select a file to merge FROM.  Once you've selected your files, FFedit will merge them.  Depending on your computer speed, this may take a few minutes.  You will get a confirmation box (or text line at bottom of FFedit in FF1) telling you the merge is complete.  When you merge two files, you're literally combining them.  If both files have the same information on them, the FROM file will overwrite the TO file.  This means, if you have an object or character (or power, fx, sound, etc) with the same name as the file you are merging from, yours will be overwritten by the new data.  Don't worry, it's easy to prevent catastrophe.

My preferred method is actually Renegade's: Merge from your regular .dats to the new .dats and then merge from the new .dats to your regulars.  This way, your regular data overwrites similar data on the new .dat before you bring it back in.  It's quick and easy.  Still, it's always a good idea to backup your files before merging them....just in case!

That's it.  Your new map should appear in the Rumble Room.  If it has EZ Script markers, you should be able to play it in the "On Patrol" example.  Once you know what you're doing, installing a custom map should take about 5 or 10 minutes.


JM

will update as more comes up

BatWing

this will totally help me :thumbup: