Author Topic: Using the game's existing map in your mod  (Read 25326 times)

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Offline WNG

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Re: Using the game's existing map in your mod
« Reply #15 on: 25 July 2019, 16:43:02 »
They added a new Tartarus arena (15). Do you have access to it so I can upload it to my mod without messing the other world modifications?

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Re: Using the game's existing map in your mod
« Reply #16 on: 25 July 2019, 17:37:26 »
I will attach the Arean 15 .rlv, .tga and .lvl to this post.

Paste it in the source/XPack3/Levels/Tartarus directory of your mod and let me know if that works.

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Offline sauruz

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Re: Using the game's existing map in your mod
« Reply #17 on: 25 July 2019, 18:50:48 »
i load my editor and there already is new tartarus lvl, when you select it its only shows a blank square.

I think its only needed to copy .rlv, .tga and .lvl of new arean to my mod lv folder

Right ?
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Using the game's existing map in your mod
« Reply #18 on: 25 July 2019, 19:52:10 »
I haven't tried yet so I don't know. It has always worked for me with the vanilla map levels before.

I updated the OP with a new MEGA download for the freshly decompiled map if you need any other levels.

I noticed new Dark Obelisks in the Herculean Catacombs past Gadir.

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Re: Using the game's existing map in your mod
« Reply #19 on: 25 July 2019, 23:03:18 »
I noticed new Dark Obelisks in the Herculean Catacombs past Gadir.

As new proxies show in the editor ?
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Re: Using the game's existing map in your mod
« Reply #20 on: 25 July 2019, 23:07:53 »
Yes, I was looking around for them as they were mentioned in the release notes and I was checking the map decompilation in the map editor.

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Re: Using the game's existing map in your mod
« Reply #21 on: 25 July 2019, 23:17:00 »
I see, I already saw Unholy beacon ( in ther words dark obelisk) few weeks ago when the devs put everything from xpac3 in the viewer. It have Cool good looking mesh btw

Sadly that means i need re update all Necropolis area game maps as i see only mosquitos/undead priest as proxies in the editor.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Using the game's existing map in your mod
« Reply #22 on: 26 July 2019, 00:08:18 »
I would just place the new proxies in my existing map. Download/Decompile the new map version and just take a look around at where they are and what they are named, then open your existing mod's game map and add them as you would any proxy. They will be listed in the database.

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Re: Using the game's existing map in your mod
« Reply #23 on: 26 July 2019, 00:38:17 »
I would just place the new proxies in my existing map. Download/Decompile the new map version and just take a look around at where they are and what they are named, then open your existing mod's game map and add them as you would any proxy. They will be listed in the database.

What a  brilliant idea !  ^-^


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Re: Using the game's existing map in your mod
« Reply #24 on: 26 July 2019, 01:27:22 »
It seemed like working on the editor. I replaced the arena but had to rebuild the map/pathing. Will need to test it in-game.

I didn't seen any issue with the Necropolis' proxies though?

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Re: Using the game's existing map in your mod
« Reply #25 on: 26 July 2019, 02:25:02 »
Oh, there's nothing wrong with them, there's a NEW one that spawns a Dark Obelisk like thing...sorry, forgot what it's called.

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Offline sauruz

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Re: Using the game's existing map in your mod
« Reply #26 on: 27 July 2019, 11:42:16 »
Just to let you know , i  copy .rlv, .tga and .lvl of New Tartarus arena and it worked

Plus since i was "updating" vanilla game map i also did with Rhodes final city ( was missing the boat To acess Atlantis act) it worked as well. Also the 1st Cave after Helos ( when you save Telis from satyrs) was missing the Gravestone memo.

The strange thing is i didnt used the Force save option in the editor, i just copy the .rlv/tga and lvl to my mod map, open the editor and the changes already were there, i only rebuild and change the map/path of new areas, Built in the artmanger and it shows okay ingame


Edit : its bit off topic, is there any more changes in any previous maps with ATlantis ? The closed shortcut in Athenian Batleground already is there
« Last Edit: 27 July 2019, 11:45:21 by sauruz »
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Re: Using the game's existing map in your mod
« Reply #27 on: 02 November 2019, 16:19:07 »
Does the MAPDecompiler works for any of you? Been trying for a while to extract one of my old maps from a .map file and followed the instructions but I never get at the step #9... for some reason when I hit Enter instead of extracting the map it opens the .map file with a text editor.

@Bumbleguppy Am I doing something wrong?

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Offline sauruz

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Re: Using the game's existing map in your mod
« Reply #28 on: 02 November 2019, 16:46:43 »
i had sucess extract the old map of IT couple weeks ago, i had a problem while extracting showing a error. But i changed the command and it worked.

Open the cmd in the mod folder

cmd "D:\PrevPC\Documents\My Games\Titan Quest - Immortal Throne\Working\CustomMaps\My mod\source\Levels" (for exemple)


.\MAPDecomp world01.map world01.wrl
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Re: Using the game's existing map in your mod
« Reply #29 on: 02 November 2019, 17:01:41 »
Oh, yes that did the work! Thank you!

Now I only have to see if it can have a new pathing that works with Atlantis...

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