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Work Environment Setup
:: Innkeeper
-------------------------------------------------------------------------------
This tutorial describes a way to set up your work environment
for creating MOHAA maps. This tutorial assumes that
you have fundamental Windows® skills and know how
to use a text editor. This tutorial is based on the
making of a death match map named ambient_test.
This is a map I created for testing various features,
beginning with ambient sounds.
Create the directory structure for your various maps.
Add a projects folder in MOHAATools, and then add a
folder there for a particular map you are developing.
Below that, add three folders, one for the files you
will add to your .pk3, one for the distribution .zip
you will make and one for the source map. Below is the
file structure that I am using. I have two projects
that I am working on, Ambient and EwaR. The picture
below may help to visually understand what I am talking
about.
In the .pk3 folder, add the necessary folders that
will be included in your_map.pk3, at the very least
you would need the '/maps/dm'
folder.
In the distribution folder add any folders that would
not be included in the .pk3 file. These usually contain
rather large .mp3 files. An example would be 'sound/amb_stereo',
if you are using some music files that did not come
with MOHAA. Here I make a suggestion that you add a
folder with your maps name to add the files to, such
as, 'sound/amb_stereo/test_ambient'
so that a user of your map can easily find the files
relating to your map in the future if he wants to delete
them.
In the source map folder I add a folder for the autosave
file created by mohradiant.
Add a 'New Project', (in the file menu), within 'mohradiant'
and name it after your map. It will save a configuration
file such as, 'ambient_test.qe4'. Make sure you check
the 'Project Settings' to make sure that the paths are
correct. Mine are:
The name of the 'autosave'
map needs to be included. If for some reason your changes
don't seem to be saved the next time you open 'mohradiant',
check to make sure that another .qe4 file with the same
name is somewhere. This one had me puzzled for some
time until I found out what was happening.
The paths are rather long so they don't show up completely
in the picture below.
Create a new folder on your desktop with the name of
your project. I don't usually like folders on my desktop,
but in this case it is rather convenient. In this folder
create a shortcut to 'mohradiant'. In the properties
of this shortcut, add to the target, a space and the
name of the project you just created in 'mohradiant'.
Mine is:
The path is rather long, so it didn't show up completely
in the picture below.
This shortcut will launch 'mohradiant' with the project
you named.
Now add a shortcut to your favorite text editor for
working on your '.scr' files and such. I have just started
using UltraEdit and think I like it. It allows you to
create projects as well.
Next create a batch file in your map's project directory,
such as, 'Build_ambient_test.bat'. The full path to
mine is:
You can leave it blank for the moment as I will show
you what to put in it later in Part 6. Now add a shortcut
to it in your desktop folder.
I have been doing my development for Spearhead so I
wanted a shortcut to launch my map as well. There are
configuration files that come with Spearhead for the
server. I copied the free-for-all file, 'ffa.cfg' to
the name 'ffa_ambient.cfg', and edited it to
my preferences and set the map and rotation as follows:
// Map
// Starting map on the rotation.
map "dm/ambient_test"
// Map Rotation List
sv_maplist "dm/ambient_test"
Then add a shortcut to MOHAA, or Spearhead in my case,
in your desktop folder. In the properties of the shortcut,
add the normal stuff you add for development and '+
exec ffa_yourmap.cfg'. Mine is below for reference.
All the '+' stuff is to be typed on one line with the
executable path. The quotes around the executable are
not really needed here, but if you have any spaces in
the path name, they are required. The '+logfile 3' creates
a log of the information sent to the console in the
main folder named 'qconsole.log'. This is very handy
for debugging.
There is an alternative to adding a shortcut to MOHAA
in the desktop folder as I will explain later in Part_6.
I assume that you can do the same for MOHAA as Spearhead,
although I really haven't tried it. I really didn't
get into making MOHAA maps until I got Spearhead. There
are a few things that you need to do so that your spearhead
maps operate smoothly in MOHAA, but that will be in
another tutorial.
My desktop folder looks like this:
-------------------------------------------------------------------------------
Step 4 : The .pk3 File
-------------------------------------------------------------------------------
Create a '.zip' file in the distribution folder and
give it the name of your map. You can leave it empty
for now because it will be taken care of in Part 6.
Now you need to rename it to a '.pk3' file. For me the
easiest way to do this is to open a 'Command Prompt'
window and change to the directory that the new zip
file is. Then in the 'command' window type:
ren yourmapname.zip yourmapname.pk3
Now you have a new '.pk3' file. You can close the 'command'
window now. For example, the path to mine is:
NOTE : Be aware that if
you have a copy of your '.bsp' in the game's directories,
it may be used instead of the one in your '.pk3'. This
can confuse you when you have just added a flak gun
in your map and it doesn't show up the next time you
test your map. Take it from me, I've been there.
-------------------------------------------------------------------------------
Step 5 : The Distribution File
-------------------------------------------------------------------------------
Create a '.zip' file in your distribution folder giving
it the name of your map, such as 'maymap.zip'. You do
this in the same manner as making a '.pk3' file. For
example the path to mine is:
Adding a 'read.me' file is always good; just create
it in the distribution folder. Add some information
about how to install, uninstall, and whatever you like.
Mine read as follows:
* Ambient_test demo map read.me
*
To install, extract the contents
of this archive to your \MOHAA\main folder using the
supplied paths.
To remove this map, delete ambient_test.pk3
from your \MOHAA\main folder and delete the \MOHAA\main\sound\amb_stereo\ambient_test
folder. And of course, remove this read.me file.
This '.zip' is the file that you would want everyone
to download and play.
------------------------------------------------------------------------------- Step
6 : The Batch File
-------------------------------------------------------------------------------
This is the most tedious part of the whole process,
but can give the most benefit. MBuilder is a nice little
program for quickly creating a '.bsp' file. But it lacks
the versatility that I want. This is where making a
batch file comes in most handy.
Open the batch file you made earlier in a text editor
and add the commands to compile your map. Jv_map has
written a great tutorial on this subject. You can find
it here.
Now let's make it do even more. Have it copy the new
'.bsp' file to your 'maps\dm' folder for your '.pk3'.
We also want to update the '.pk3' and '.zip' files.
You will need the command line add-in for WinZip for
this. If you don't have it, you can get it at http://www.winzip.com/wzcline.cgi.
Add lines to your batch file similar to those of mine
below. The command line executable for WinZip is 'wzzip.exe'.
Finally copy the '.pk3' file to the 'MOHAA\main' folder
for testing.
Word wrapping has distorted the presentation a little.
Everything that does not have a blank line between it
should be written on the same line. Remember to use
quotes around paths that have spaces in them.
'REM' in a batch file means remark, used just like
'// 'when writing scripts. The word 'pause' stops the
execution of the batch file, waiting for any key press
to resume. This allows you to see what has happened
without the screen scrolling by. The last pause will
keep the window from closing until you press a key,
so that you may read any last information.
The command line parameters for 'wzzip.exe' are:
wzzip [options] zipfile [files ]
options:
-p|P Store folder names. A lower case p stores only
the names of folders recursed (subfolders included)
via the -r option, while an upper case P stores all
folder information specified on the command line.
-r Recurse into subfolders (include subfolders). This
option requires the -p or -P option.
-u Update: add files that are new or have changed.
This command adds to the Zip file any files that are
not already in the Zip file, and replaces any files
that have a more recent date on disk. Put another way,
this command is the same as -a (Add) except that it
skips files that are already in the Zip file and have
the same date in the Zip file and on disk..
Make sure you use the lower case '-p'. This updates
your '.pk3' and '.zip' files to include all the files
you create.
If you want to go a step further, you can have the
batch file start the game. Replace the last 'pause'
in the batch file, add the following:
ECHO To NOT launch the game,
press ctrl-break then enter. Answer Y.
pause
'ECHO' means to output this line to the screen. Pressing
'<ctrl-break> <enter>' interrupts the batch
file asking if you wish to terminate it. The batch file
then needs to change to the MOHAA folder, ('cd F:\MOHAA'),
or you will get a MFC error when the next line is executed.
This is because 'moh_spearhead.exe' can't find the '.dll'
files it needs. The next line looks just like the target
you set in the shortcut before, surprise. Do not put
a pause at the end so that the window will close itself.
This is a simple batch file; just make sure that your
paths are all correct. You can remove the pauses if
you don't want it to stop between steps. I generally
leave them in until I know it is working right.
NOTE: The command window is not DOS, so some of the
great old DOS batch commands don't work. None of those
are used here.
-------------------------------------------------------------------------------
Step 7 : Get to Work
-------------------------------------------------------------------------------
Now just go edit your map and script files to your
heart's content. When you want to test your map, double
click the shortcut to the batch file and wait for it
to finish. Then you can double click the shortcut you
made to the game and check it out. Or if you added the
"step further" stuff to your batch file, just
press any key.
Note : When testing your
map, make sure there are no '.pk3' files in 'MOHAA\main'
or 'MOHAA\mainta' that did not come with the game except
for 'entdefs.pk3'. This can cover some bugs or missing
textures and such that may be in your '.pk3'.
This tutorial is by no means professing that this is
the best way to set up a development environment. But
it is one way, one that works for me. If you are working
on a map with others, that's a whole issue in itself,
and I won't go into that now. I hope that you have found
something that has helped or sparked your creative ideas.
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