| 12-10-2003, 03:11 PM | #1 |
It is possible to create an .mpq file of my own and then make a map to look inside of that .mpq in order to load units, textures, etc? In example, I make a new model (fakeunit.mdx) and a new texture (fakeunit.blp) for a unit and instead of importing both .mdx & .blp in my map for working I tell the map to search in mympq.mpq. Thanks in advance for your answer |
| 12-10-2003, 03:25 PM | #2 |
No, thats not really possible. There might be a way to change some of the MPQ filenames, that Warcraft III loads, but that would require game data file hacking. So, no, it's not possible. But maps are also MPQ archives, so you can put your stuff directly into the map. If you have TFT, use the Import Manager. |
| 12-11-2003, 12:52 AM | #3 |
Writing a MPQDraft plugin to allow maps to specify mpqs to load information from would be fairly simple, however, as Starcraftfreak pointed out, there would be no point. |
| 12-12-2003, 08:06 AM | #4 |
Damn!!! Anyway, thank you very much Starcraftfreak and JollyOven |
| 12-12-2003, 11:47 AM | #5 |
Why damn? You can import the files into your map! MAP = MPQ ARCHIVE |
| 12-13-2003, 05:18 PM | #6 |
I know and I understood your answer. As you know every .mdx is around 100 KB or greater size. If I would make a map with a lot of custom units the size of the map will grow also a lot when imported. That's why I asked for create .mpq's. |
| 12-14-2003, 12:09 AM | #7 |
The users would still need to download them at some point... If you wanted an external mod with several maps, you can just use mpqdraft. If you are making maps intended for dist over bnet, having a seperate mpq would merely reduce the effectiveness of the compression. Adding support for maps to load external mpqs is entirly possible, and completly pointless. |
| 12-18-2003, 07:05 AM | #8 |
I don't know if this is a bug or anything, but I have a map with a load of custom content. The map file is over 6 megs, and when I attempt to play my map over bnet or lan games I get a an error message that says: "map file too big". In this case, making a custom mpq file might help, unless there's another ulterior-reason why my game gets all premenstrual whenever I try and load my map. |
| 12-18-2003, 12:00 PM | #9 |
Maps that are bigger than 4MB can't be transfered to other users via LAN/Bnet. Everyone who wants to play that maps must have this map, so that he doesn't need to download it. |
| 12-18-2003, 09:03 PM | #10 |
Problem is, I can't even start a game off! Regardless if everyone I want to play with has the map or not, I'm not even allowed to create a game. Is there any way to get around this? |
