Difference between revisions of "HPL3/Amnesia: Rebirth/Modding/Setup Modding Environment"
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In order to have a smooth modding development experience, Amnesia: Rebirth is needed to be configured into proper development environment. | In order to have a smooth modding development experience, Amnesia: Rebirth is needed to be configured into proper development environment. | ||
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+ | == Setting up Custom Story Dev Mode == | ||
+ | During development, it is necessary to have access to the development options and [[HPL3/Amnesia:_Rebirth/Modding/Developer_Debug_Menu|debug mode]] of the game. To achieve that, you need to set up a development mode file for the mod. | ||
+ | #In the main folder of the game, create a <code>.bat</code> file with a recognizable name for your mod development. For example: <code>myMod_dev.bat</code>. | ||
+ | #Paste the following text into the file and save, change <code>MyModName</code> so it fits your mod folder name. | ||
+ | <pre>AmnesiaRebirth.exe -user Dev -cfg config/main_init_dev.cfg -mod local:MyModName</pre> | ||
+ | #You can now launch the dev .bat file throughout the development of your mod. | ||
== Setting up the Editors == | == Setting up the Editors == |
Revision as of 16:07, 6 November 2020
In order to have a smooth modding development experience, Amnesia: Rebirth is needed to be configured into proper development environment.
Contents
Setting up Custom Story Dev Mode
During development, it is necessary to have access to the development options and debug mode of the game. To achieve that, you need to set up a development mode file for the mod.
- In the main folder of the game, create a
.bat
file with a recognizable name for your mod development. For example:myMod_dev.bat
. - Paste the following text into the file and save, change
MyModName
so it fits your mod folder name.
AmnesiaRebirth.exe -user Dev -cfg config/main_init_dev.cfg -mod local:MyModName
- You can now launch the dev .bat 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
Example file:
<Directories>
<Dir Category="StaticObjects" Path="assets/static_objects" />
<Dir Category="Entities" Path="assets/entities" />
<Dir Category="Billboards" Path="assets/billboards" />
<Dir Category="Particles" Path="assets/particles" />
<Dir Category="Sounds" Path="assets/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.