Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Modifications => Maps and the Editor => Topic started by: Bumbleguppy on 10 May 2019, 21:41:56

Title: Using the game's existing map in your mod
Post by: Bumbleguppy on 10 May 2019, 21:41:56
*Updated for Atlantis DLC
*Updated for Atlantis Patch 2.8

You can use and edit the existing game map either by extracting and decompiling the game's map or you can download the latest decompiled map ready to use. The extraction and decompile instructions here are for use with a Windows operating system.

Here is my hosted link with MEGA with a zipped version of the extracted and decompiled game map as of June 17th 2019:
Here is my hosted link with MEGA with a zipped version of the extracted and decompiled game map as of July 25th 2019:

https://mega.nz/#!NsQ0GYgK!bKrHOArCLE2MxxU4PRup-YGH6WbxMIj2cA-29UoZXiE

(I left the decompiled terrain textures in the directories for XPack3 in this download, you can delete them if you like)

Extract this to your mod's "source" directory. In Art Manager, set your tools directory to your game version's installation directory* (see below) and then go to the source tab and locate the "Levels\World\world01.wrl" file. Right-click it and select "auto-create asset". Build your mod and you now have the game map as part of your mod, ready to edit with the Editor.exe.


In order to extract the game map from the install directory yourself , start by getting the MAPDecompile.exe utility here:

https://mega.nz/#!x15EkYrB!SLz0XR5yuz_nfCyHtHJbPHZdGmQaTMcaYT7NgnExtoc


At this point you can remove/delete the "world01.map" and "MAPDecompile.exe" files from the source directory as they are no longer needed.


Now you can open up the Editor.exe and select that mod, navigate to source/Levels/World and click the world01.wrl file and the game map should load up in the Editor.

*CRITICAL STEP*
In ArtManager, click the "tools" in the menubar at the top, then click "Options..". Click the file picker for "Tools Directory" and navigate to your Steam or GOG installation of TQ Anniversary Edition. Since the Atalantis update, you can't use the original THQ MapCompiler.exe which ArtManager gets from the tools directory to compile the map. If you don't do this, the map's pathing will be broken and unusable. This really flummoxed the mod community for a couple months after the update as all our maps were broken until @Prosoro got this tip from the devs themselves.

Once you have made any edits or simply want to add the map as-is, right click the "world01.wrl" in the ArtManager for the mod the map is going to be in and select "auto-create asset".

Build the mod and enjoy your original game map in your mod.


*NOTE*
Terrain textures in the Atlantis DLC are not loaded in the map editor by default as of this writing, @Endymion suggested a quick fix below.

Create a directory in your mod's build directory inside the Resources directory and name it "XPack3". If you already have a directory named XPack3, use that and create a directory in there and name it "TerrainTextures".

Use an ArcExtractor to unpack the Resources/XPack3/TerrainTextures.arc to this new directory.

In ArtManager, load your mod, then click the "Archive" in the menubar and select "Build". This will pack all these terrain textures into an "XPack3.arc".

Load up the map editor and viola! The terrain textures are now visible.

Do the same process for Resources/XPack3/Scenery.arc and Resources/XPack3/Underground.arc to see the walls and such as well.

Do it with the Resources/XPack3/Creatures.arc as well to see the monster proxies.
Title: Re: Using the game's existing map in your mod
Post by: soa on 10 May 2019, 22:34:48
What if you want to make small edits of the game map but you know that the devs are susceptible to make edits of their own in any of the upcoming patches ? Any way to track down level by level if they made any changes ? And to merge their changes with yours ?
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy on 10 May 2019, 22:55:04
Good question, sorry I don't have a definitive answer myself.

I mean, I imagine you COULD somehow use a file diff utility somehow, but I'm not smart enough to do it myself.

The only practical way I know is to open two instance of the Editor with the new map open in one and your existing in the other. Not much as far as ease of use, but I can actually do it.

If there is a map level that has been updated, you can copy the updated level's .lvl, .rlv and .tga files from the new map's directory and paste them into the same directory in your existing map, writing over the old version,  and then use the editor to force save it. If you don't want to use the Editor's "Force Save All" function, simply go into edit mode on that map section after the pasting override and nudge a proxy, then the editor will see it needs to be saved.

I don't know if copy-pasting NEW levels from the new XPack for example will work, but I'll let you know once I've done it successfully.

EDIT: Also, remember that if you add the game's map like in this tutorial, the custom mod has a custom map....just because it's identical to the game's map doesn't mean the game sees it as such. It's still your map and can't be updated automatically with DLC or anything else.
Title: Re: Using the game's existing map in your mod
Post by: WNG on 11 May 2019, 02:17:19
Imported successfully in, however the XPack 3 maps render very oddly, and no creature or item has a visible mesh... Just checking if you have the same issues?
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy on 11 May 2019, 02:36:58
Looking at it first glance, the mesh and terrain textures aren't loading.

However, the horse and vineyard and basket textures load right away.

I would hazard a guess and say that the editor is not set up to check the new XPack3 resources for mesh or terrain textures. Whoops.

Hopefully an update in the future can fix this...I don't know of any config file for the Editor to do it myself.
Title: Re: Using the game's existing map in your mod
Post by: sauruz on 11 May 2019, 09:54:33
Imported successfully in, however the XPack 3 maps render very oddly, and no creature or item has a visible mesh... Just checking if you have the same issues?

Good to hear im not the only one seeing this . I was starting to think my PC couldnt handle TQ anymore o.O

Also there a few grey squares in some places in vanilla map, checked the steam foruns and saw some people talking about this, im guessing this is a bug from TQ and not with the editor.
Title: Re: Using the game's existing map in your mod
Post by: Endymion on 11 May 2019, 17:41:10
As a temporal measure you can repack XPack3 as an .arc to get Editor to see its contents.
I.e. unpack important .arcs such as Creatures, Scenery, Underground and so forth, put them all in one folder and pack it under XPack3.arc.
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy on 17 June 2019, 17:47:05
Updated OP with relevant info and a fresh new decompiled map for the Atlantis update.
Title: Re: Using the game's existing map in your mod
Post by: sauruz on 17 June 2019, 19:11:38
A quick newbie question(s)

-Do we neeed to extracting and decompiling  the game map after any TQ patch ?

-So after i (re)build xpac3 TerrainTextures.arc in AM , everyhting that are invisible in the editor ( monster proxies/objects.. etc) will be fixed ? or only the scenario ?
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy on 17 June 2019, 20:07:53
Only the terrain painting will be fixed. I will have to look into what to extract and archive for the scenery like wall objects and such.


If a patch changes the game map and you want those changes in your custom map, you will have to place the changed levels in your existing game map, yes.

I have had good results with copying the Level .lvl, .tga and the .rlv...three files represent the one level (map section) and pasting them directly into the matching directory in my custom map.

This works well when you screw up a single map level so bad you want to start over, too. ;)

So for example, if the devs add a rowboat or something to the NPC in Rhodes, simply copy the XPack/Levels/Area_01_Rhodes/Rhodes_CityFinal_01.lvl and the .tga (mini-map image) and the .rlv and paste them over the existing files in your map's Xpack/Levels/Area_01_Rhodes directory.

Then force save them in the editor, I like to nudge a proxy 1mm and back and then save just those levels I nudged in. Then build and the level is done.

I haven't looked into the other things for the editor for Atlantis yet, like proxies and such. I'll do that sometime.

EDIT: Yeah, you'll need to extract the Resources/XPack3/Scenery.arc and Underground.arc and place them in your custom map's Resorces/XPack3 directory and create the two directories in there Scenery and Underground. Then use ArtManager Archive->Build command to add them to the XPack3.arc in your custom mod. I jest checked it and it works.
Title: Re: Using the game's existing map in your mod
Post by: sauruz on 17 June 2019, 20:19:20

So for example, if the devs add a rowboat or something to the NPC in Rhodes, simply copy the XPack/Levels/Area_01_Rhodes/Rhodes_CityFinal_01.lvl and the .tga (mini-map image) and the .rlv and paste them over the existing files in your map's Xpack/Levels/Area_01_Rhodes directory.


I think i need to do this, because after latest patch ( when they changed the quest that ports you to Gandir ( 1st city of Atlantis xpac)) i no longer see the boats/captains setle near Rhodes ( on the editor)
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy on 17 June 2019, 20:24:06
Yeah, it works well. I once tried using the "IMport Level" but it imports the level to the middle of the map overview and not where it was in the original game. Copying and pasting the level files preserves all teh positioning and knitting with adjacent levels.

I updated the OP to include the Scenery and Underground .arcs to get the whole editor complete experience for XPAck3.
Title: Re: Using the game's existing map in your mod
Post by: WNG on 18 June 2019, 01:29:32
I'll try this as soon as I get the chance. Will say if anything is wrong...

Also, if I want to see new items in the editor, I only need to do the same with Items.arc?
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy on 18 June 2019, 01:54:16
I would think so. Are there items in the map, like swords and armor?
Title: Re: Using the game's existing map in your mod
Post by: sauruz on 19 June 2019, 12:39:07
They fixed Atlantis maps in the editor on last update, ( i didnt build xpac3 TerrainTextures.arc in AM ),
Title: Re: Using the game's existing map in your mod
Post by: WNG 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?
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy 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.
Title: Re: Using the game's existing map in your mod
Post by: sauruz 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 ?
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy 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.
Title: Re: Using the game's existing map in your mod
Post by: sauruz 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 ?
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy 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.
Title: Re: Using the game's existing map in your mod
Post by: sauruz 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.
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy 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.
Title: Re: Using the game's existing map in your mod
Post by: sauruz 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 !  ^-^


Title: Re: Using the game's existing map in your mod
Post by: WNG 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?
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy 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.
Title: Re: Using the game's existing map in your mod
Post by: sauruz 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
Title: Re: Using the game's existing map in your mod
Post by: WNG 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?
Title: Re: Using the game's existing map in your mod
Post by: sauruz 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
Title: Re: Using the game's existing map in your mod
Post by: WNG 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...
Title: Re: Using the game's existing map in your mod
Post by: sauruz on 02 November 2019, 23:05:02
Glad it worked :D

I think resert and rebuild all pathing of your map in the editor will fix the unwalk problem , if is this you are talking, the downside is you need to close the pathing near rivers/mountains
Title: Re: Using the game's existing map in your mod
Post by: xiaorantu on 09 July 2020, 04:10:03
tqAE already 2.9edition ,how can I decompile the map, or where can I download decompile.exe
i just want add some respawn pools nearby some faraway boss
Title: Re: Using the game's existing map in your mod
Post by: sauruz on 09 July 2020, 09:52:35
Just follow the instruction on 1st post
Title: Re: Using the game's existing map in your mod
Post by: xiaorantu on 09 July 2020, 13:59:09
yes,it works
now,I add a respawn on hadespalace,
the question is how can I build world01.wrl to world01.map?
1.Use Artmanager :mod/source/levels/world/world01.wrl,right click,then Auto-create asset
2.Mod/Assets/Levels/World/world01.map[only 1kb],how to use it? right click and Build?error : unsupported vision for    xxxxx/greece/area0001/connector04.lvl
Title: Re: Using the game's existing map in your mod
Post by: xiaorantu on 09 July 2020, 18:19:35
ok,done. tools--option ,really important
Title: Re: Using the game's existing map in your mod
Post by: xiaorantu on 09 July 2020, 19:25:14
1.I copy respawn_hadespalace01,and rename to respawn_hadespalace02[database.arz];
2.put respawn_hadespalace02 in the map[editor];
3.save and successfully build the world01.map[artmanager];
4.put database.arz and level.arc in right place;
5.the result is, I cann't load the game.what‘s wrong,or what are the correct steps?Please help me.
Title: Re: Using the game's existing map in your mod
Post by: xiaorantu on 10 July 2020, 04:49:55
I just follow the instruction Toolset/guide/tut7.md.html
the same result: cann't load the game,what's wrong with it
Title: Re: Using the game's existing map in your mod
Post by: xiaorantu on 10 July 2020, 11:03:37
finally done,it works
I just use soulvision levels.when I compile map, there UI problems.It doesn't matter,I will ask SOA for help.
thank you
Title: Re: Using the game's existing map in your mod
Post by: sauruz on 04 December 2021, 20:38:28
@Bumbleguppy , does this methos works with the new Xpak ?

I could extract the whole lvls via decompile.exe you put on first link but when try open in the editor it crashes also in Artmanger when i try to auto asset the world.wrl


Any sugestions ?
Title: Re: Using the game's existing map in your mod
Post by: Bumbleguppy on 04 December 2021, 21:31:15
Yeah, sorry I don't know. The people that made the map decompiler and the helpful fellow that updated it for me are better able to address this sort of question.
Title: Re: Using the game's existing map in your mod
Post by: epinter on 05 December 2021, 07:48:58
A build of the mapdecompiler working with Eternal Embers: https://titanquestfans.net/index.php?topic=1571
Title: Re: Using the game's existing map in your mod
Post by: Olmeko on 22 September 2022, 18:49:56
Hey! who can help me with that ?
(https://ibb.co/vDM8vjq)
Title: Re: Using the game's existing map in your mod
Post by: Olmeko on 22 September 2022, 19:27:12
who can help me with that ? some problem when i try build map in AM
https://ibb.co/vDM8vjq (https://ibb.co/vDM8vjq)
Title: Re: Using the game's existing map in your mod
Post by: Dugie98 on 07 February 2023, 23:04:28
Hello I also have a problem here. I followed every step all the way through and got my world01.wrl and .sd files in the right folder.

Now if I try to open the .wrl file in the Editor, it loads for a few seconds and then crashes before opening.

Also if I go into the Art Manager and try to auto-create assets on the .wrl file, it crashes aswell.

Does anybody know a fix?
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