Staredit Network > Forums > Modding Assistance > Topic: Swapping campaign files
Swapping campaign files
Apr 18 2019, 12:10 pm
By: UEDCommander  

Apr 18 2019, 12:10 pm UEDCommander Post #1



Im investigating replacement of vanilla/BW original campaign maps with custom ones. Obvious solution of exporting map as .chk from SCMDraft and importing it in correct path seems to lead only to map not launching, to the point where intro "green text" or loading screen doesn't even pop up. Can anybody provide insight on the correct process, and maybe point out some hardcoded limitations (excluding the ones with briefing interface)?



Humanity first. No matter the cost.

Apr 25 2019, 10:06 am IlyaSnopchenko Post #2

The Curious

Extract the .chk files and import them into the MPQ / SAMASE container under the correct path. Say...

Campaign\ExpZerg\Zerg01\Staredit\Scenario.chk

...replaces the first mission of the BW Zerg campaign. Sounds are to be imported under the Campaign\ExpZerg\Zerg01\Staredit\Wav\ virtual folder in this example. To replace the vanilla missions, you'd obviously skip the "Exp" prefix. But I'm not sure any of the BW assets work if placed in a vanilla map - say, the Stukov unit got deleted from the map when a tester accidentally played one of my maps under the vanilla game.

Campaign\ExpZerg\Bonus\Staredit\scenario.chk replaces the Brood War bonus mission.

In-game the missions can be invoked in any order through the use of "Set Next Scenario" action inside the map (but you cannot edit the number of missions in a campaign, this looks hardcoded). The format example is "Race##.scx" (say, "Zerg02.scx").

You will also need to edit both the pre-briefing splash screens and the campaign screen mission list - they are located under Rez\ virtual folder (or its locale-specific expy, in the case of the English version it'd be Locales\EnUS\Assets\Rez\). The splash screens are stored as EstR##X.txt (where R is race - P/T/Z, ## is the mission number, X is if the map is for Brood War, and add _HD suffix to the file name to denote a Remastered-specific version with interstitial videos and whatnot, if you're creating one). The mission list is GluHist.tbl / GluHist.xml for versions < 1.16 and > 1.18 respectively. All this shiznit is independent of each other, and mission name and description as set in StarEdit are ignored.

Yes it's all supposed to work because I've done this many times both now and in the early 00s. :)

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Post has been edited 2 time(s), last time on Apr 25 2019, 10:14 am by IlyaSnopchenko.



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[12:06 am]
lifebot -- join RPG @ US WEST
[07:10 am]
sraw531 -- ungh, looks like im going to have to do a binary count off for death messages, they aren't properly being displayed to everybody :(
[04:22 am]
sraw531 -- maybe I should just test what happens if you teleport(move) the command centers to a location off the map every cycle while they are flying.
[04:22 am]
sraw531 -- if you do a for each loop, then youd likely have deselection issues, if you dont youd likely have issues with non-prebuilt command centers
[04:21 am]
sraw531 -- UndeadStar
UndeadStar shouted: @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
That might work for one command center, but it wouldn't work for multiple. If you were to do it for multiple youd need 1-2 locations for each, and thats not easy.
[03:30 am]
UndeadStar -- @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
[2020-9-22. : 12:08 pm]
IlyaSnopchenko -- sraw531
sraw531 shouted: is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
Funny that it was just what I did when trying to prevent flying buildings from flying... though that was still through iscript/AICE - set the flingy speed to 0 after each liftoff (as it's reset to a hardcoded value each time the building lifts off)
[2020-9-22. : 5:01 am]
Oh_Man -- https://youtu.be/eG9lTgu0R-M This guy must have got sued by like 5 different companies. 🤣
[2020-9-22. : 1:00 am]
sraw531 -- is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
[2020-9-22. : 12:50 am]
sraw531 -- surprisingly easy to change all the hero marines into normal marines, and vice versa, across the map though.
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