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Changing package dependancy of map

Posted: 04 Nov 2017, 22:46
by Lightning Hunter
Is there a program out there that can modify a map to point toward another package file? For example, if I have a file named "MyMod.u", and I put all the contents of this file in "SuperMod.u", can the map be modified to search for SuperMod.u without manually going through and changing every actor, sound, texture, etc.?

Re: Changing package dependancy of map

Posted: 04 Nov 2017, 23:45
by yrex
Yes.

Be careful though, it's a pretty low-level tool. Make a backup before trying to do anything with it.

Re: Changing package dependancy of map

Posted: 05 Nov 2017, 02:57
by Lightning Hunter
Oh noes, it deleted all the work I did! Just kidding. But it does appear as if that program can only modify one string at a time, which would take way too long for me to accomplish what I need, so I think I will just stick with the current package names and multiple packages. Thanks for the response though!

Re: Changing package dependancy of map

Posted: 05 Nov 2017, 04:49
by Buff Skeleton
You could also export the map to .t3d, then edit with notepad and find/replace package names that way. You can avoid rebuilding the map by selecting all brushes, deleting, then exporting, and then closing UED without saving. Edit your .t3d, then reopen the map, select all brushes, INVERT selection, and delete. Then import and append to the existing map, and all actors should be back in their usual spots, just with new package/class names.

Re: Changing package dependancy of map

Posted: 05 Nov 2017, 07:59
by Lightning Hunter
Actually, that's pretty ingenious. I'll mess around with it. Thanks.

Re: Changing package dependancy of map

Posted: 05 Nov 2017, 15:09
by gopostal
Let me know if you need help with this. I'd be glad to do the repetitive, busy work. It's right in line with my Asperger-y work methods.

Re: Changing package dependancy of map

Posted: 05 Nov 2017, 16:36
by Buff Skeleton
Oh, forgot to mention: before you do the "select all brushes and invert selection" step, run this command in the editor:

set actor bHiddenEd false

This way, you'll be able to select EVERYTHING, including stuff like InventorySpots that will be regenerated when you rebuild paths, plus anything that's been hidden otherwise.