Important Notice: Our web hosting provider recently started charging us for additional visits, which was unexpected. In response, we're seeking donations. Depending on the situation, we may explore different monetization options for our Community and Expert Contributors. It's crucial to provide more returns for their expertise and offer more Expert Validated Answers or AI Validated Answers. Learn more about our hosting issue here.

How should mods with highres content be structured to suport the HRP?

content hrp Mods structured suport
0
Posted

How should mods with highres content be structured to suport the HRP?

0

The prefered structure is putting all the content of the mod inside a zip file then loading it after the HRP. A short example, mymod.zip duke3d.def include duke3d_hrp.def include mymod.def mymod.def myhighresart(folder with models and highres textures) tiles000.art mymap.map game.con user.con defs.con … mymod.bat eduke32.exe /gduke3d_hrp.zip /gmaphacks.zip /gmymod.zip Asuming there is no loose content files in the folder the mymod.zip file will over ride the duke3d.def in duke3d_hrp.zip and cause both the HRP defines and the new mods defines to load. Anything that is redefined in mymod.def will override the definition in the HRP def files. The mod will still work perfectly fine without the HRP.

Related Questions

What is your question?

*Sadly, we had to bring back ads too. Hopefully more targeted.

Experts123