Difference between revisions of "HPL3/Amnesia: Rebirth/Modding/Setup Modding Environment"
m (removed asset prefix from example lookupdirs.cfg as the Bunker editors don't seem to correctly find the directories.) |
m (add DetailMeshes lookupdir category - leveleditor.log lists this as a valid category but this needs to be verified) |
||
Line 38: | Line 38: | ||
#*<code>Particles</code> | #*<code>Particles</code> | ||
#*<code>Sounds</code> | #*<code>Sounds</code> | ||
+ | #*<code>DetailMeshes</code> | ||
Example file: | Example file: |
Latest revision as of 16:21, 8 May 2024
In order to have a smooth modding development experience, Amnesia: Rebirth should be configured to run in a proper development environment.
Contents
Setting up Custom Story Dev Mode
During development, it is extremely helpful to have access to the development options and debug mode of the game. To achieve that, you need to start the game with a few extra arguments. It is suggested that you set up a script file for your mod so you can more quickly launch it in development mode.
- In the main folder of the game, create a script file with a recognizable name for your mod development. For example:
myMod_dev.bat
(.sh for Mac/Linux) - Paste the following text into the file and save, changing
MyModName
so it fits your mod folder name.
AmnesiaRebirth.exe -user Dev -cfg config/main_init_dev.cfg -mod local:MyModName
Non-Windows users: Substitute AmnesiaRebirth.exe
with your platform's executable, for example: ./Amnesia2.bin.x86_64
You can now launch the script file throughout the development of your mod.
Setting up the Editors
Your mod might have custom assets. In order to make the editors (Level Editor, Model Editor, etc) to load your mod's assets, it needs to be configured into a special mode called "WIP Mod".
WIP Mod - Manual Configuration
- Navigate to
My Documents/HPL3
. You need to open one of the editors at least once in order to see the HPL3 folder inside your document folder. - Inside that folder, create a file called
WIPMod.cfg
. - Paste the following into the file, and save:
<WIPmod Path="Full_Path_To_Mod/entry.hpc" />
(Of course, you will have to change the path in order to suit your own location of the mod).
Final Step
If your mod indeed has custom assets, you need to make sure the editors can add them to their look up list.
- In your mod's folder, create a new folder and name it
editor
. - Inside that folder, create a file called
lookupdirs.cfg
. - Create a new
<Directories>
xml tag inside the file. - Add a list of directories which include your custom assets. The directory has to be associated with a category. The allowed categories are:
StaticObjects
Entities
Billboards
Particles
Sounds
DetailMeshes
Example file:
<Directories>
<Dir Category="StaticObjects" Path="static_objects/" />
<Dir Category="Entities" Path="entities/" />
<Dir Category="Billboards" Path="billboards/" />
<Dir Category="Particles" Path="particles/" />
<Dir Category="Sounds" Path="sounds/" />
</Directories>
If all the above is done correctly, a (Working on mod)
text should appear on the title bar of HPL3 editors when run.