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Author Topic: Content Mangement Layout  (Read 1887 times)
Defender
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Content Mangement Layout
« on: October 04, 2009, 03:40:20 am »

How do I structure my RMP file for addons so I can use them with the new content management system in the latest snapshot build? I've manged to get the remixes working only because there was a provided RMP file. and the 3do into, ending, and ship spins came with very clear instructions. Im not understanding the examples provided at Ultronomicon.

zip file contains:

Pkunk Ressurection Remix
1]
/pkunk/rebirth.wav

Yellow Fried
2]
/blackurq/gasbig.ani
/blackurq/gsmed.ani
/blackurq/gassml.ani
/blackurq/gasbig.0.png
/blackurq/gasbig.1.png
/blackurq/gasbig.2.png
/blackurq/gasbig.3.png
/blackurq/gasbig.4.png
 "ECT"

How do I do this?
« Last Edit: October 04, 2009, 05:36:19 pm by DEFIANT » Logged
Defender
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Re: Content Mangement Layout
« Reply #1 on: October 04, 2009, 06:15:48 pm »

So this is what i've come up with but im not sure it's working:

in the rmp file:

ship.pkunk.rebirth = MUSICRE:base/ships/pkunk/rebirth.wav

Is that layout correct?
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meep-eep
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Re: Content Mangement Layout
« Reply #2 on: October 04, 2009, 10:21:57 pm »

The problem is that the .wav files aren't directly referred to from the .rmp files. So if you want to change a .wav file, you'd need to include the .snd file and the other .wav files. The same holds for the .png files with the .ani files.
This may change in the future.

What you'd have is something like this:
Code:
ship.pkunk.sounds = SNDRES:pkunk/fury.snd
ship.kohrah.graphics.gas.large = GFXRES:blackurq/gasbig.ani
ship.kohrah.graphics.gas.medium = GFXRES:blackurq/gasmed.ani
ship.kohrah.graphics.gas.small = GFXRES:blackurq/gas-sml.ani
And then refer to the .wav and .png files from the .snd and .ani files respectively. And include the unchanged .wav and .png files in the package.
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“When Juffo-Wup is complete
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when the Creators return
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Re: Content Mangement Layout
« Reply #3 on: October 04, 2009, 11:39:09 pm »

Thank you Grin

EDIT -- Are threre any DOCS on the structure of this system? SNDRES...GFXRES...and...ship.pkunk.sounds...ship.kohrah.graphics.gas.large -----  things like this.
« Last Edit: October 05, 2009, 12:00:24 am by DEFIANT » Logged
meep-eep
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Re: Content Mangement Layout
« Reply #4 on: October 05, 2009, 09:56:15 pm »

I don't think so. Just look at uqm.rmp and take the lines you need from there.
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when the Creators return
then we can finally rest.”
fossil
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Re: Content Mangement Layout
« Reply #5 on: October 05, 2009, 10:03:36 pm »

No good docs yet :-|. However, here is a primer:
Every module, like race comm or a ship uses certain resources. Modules list their resources in certain include files, e.g. the Kohr-Ah ship in src/sc2code/ships/blackurq: igfxres.h, imusicre.h, isndres.h, istrtab.h. The textual resource identifiers, like "ship.kohrah.graphics.gas.large", are translated to file names using one of the RMP files, either the primary content/uqm.rmp or one of the addon RMPs. The addon RMPs override the primary.
Things like GFXRES, MUSICRES, FONTRES, CONVERSATION, BINTAB are resource type designators and are pretty much self-explanatory Wink
« Last Edit: October 05, 2009, 10:06:30 pm by fossil » Logged
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Re: Content Mangement Layout
« Reply #6 on: October 06, 2009, 01:59:34 am »

I see, thank you, that helps out alot.
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