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Topic: Content Mangement Layout (Read 1870 times)
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Defender
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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?
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« Last Edit: October 04, 2009, 05:36:19 pm by DEFIANT »
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Defender
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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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Defender
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Thank you
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.
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« Last Edit: October 05, 2009, 12:00:24 am by DEFIANT »
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fossil
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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
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« Last Edit: October 05, 2009, 10:06:30 pm by fossil »
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Defender
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I see, thank you, that helps out alot.
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