UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Changing a Map Name

broken avatar :(
Created 11 years ago
by FLUXtrance
0 Members and 1 Guest are viewing this topic.
1,944 views
broken avatar :(
×
broken avatar :(
Location: usColorado
Date Registered: 13 June 2013
Last active: 7 years ago
Posts
40
Respect
Forum Rank
Legless Crawler
Primary Group
Member
My Contact & Social Links
More
Signature
×
FLUXtrance's Groups
Hey All, I apologize for the back to back posts. I have recently come to realize I have a really common map name for my newest map, and I would like to change it to something more original. What I DON'T want to do is change *most* of the file names properly, but miss one or two and run into some compile errors, or having my map flat-out not run. I remember doing this in the past with an older map, and running into some problems. Could one of you with experience in this recommend the best way to go about this? I already have some scripting done, so I'd prefer to keep my script files if possible (although if using a script placer with "already mapped" selected is the best way, I could make it work). Should I just rename all of my map files? If so, is there a list somewhere I could refer to? Thanks in advance!
broken avatar :(
×
broken avatar :(
Former UGX Lead Asset Creator
Location: ca
Date Registered: 17 August 2012
Last active: 5 years ago
Posts
1,932
Respect
Forum Rank
Zombie Destroyer
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
Personal Quote
Eh?
Signature

(Click to enter portfolio)
×
SajeOne's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Well one of the first ways to do this is to just rename the folder, that way conflicts are avoided and you can create a solo button to launch the map(as the folder name and your maps .ff will be different). It doesn't fully convert it to a new name though. Which is where we come to generating a new mod, the only thing the already mapped button does on Mr.Hankey's script placer is it doesn't place the map files. So just create the mod with the name you want in the UGX Script Placer and then replace the map files for it with yours(renamed). Then you can copy over your scripts and whatever else you want, then compile like normal.
broken avatar :(
×
broken avatar :(
Location: usColorado
Date Registered: 13 June 2013
Last active: 7 years ago
Posts
40
Respect
Forum Rank
Legless Crawler
Primary Group
Member
My Contact & Social Links
More
×
FLUXtrance's Groups
Well one of the first ways to do this is to just rename the folder, that way conflicts are avoided and you can create a solo button to launch the map(as the folder name and your maps .ff will be different). It doesn't fully convert it to a new name though. Which is where we come to generating a new mod, the only thing the already mapped button does on Mr.Hankey's script placer is it doesn't place the map files. So just create the mod with the name you want in the UGX Script Placer and then replace the map files for it with yours(renamed). Then you can copy over your scripts and whatever else you want, then compile like normal.

Ok, so you think the best way is to create a new map with the script placer, (with the launch button, etc.), then just copy/paste the contents of any files I have in my mods/mapname folder that have been customized into the new mods/mapname? will this transfer all my script modifications, or are there other files I would need to alter?
broken avatar :(
×
broken avatar :(
Former UGX Lead Asset Creator
Location: ca
Date Registered: 17 August 2012
Last active: 5 years ago
Posts
1,932
Respect
Forum Rank
Zombie Destroyer
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
Personal Quote
Eh?
×
SajeOne's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Ok, so you think the best way is to create a new map with the script placer, (with the launch button, etc.), then just copy/paste the contents of any files I have in my mods/mapname folder that have been customized into the new mods/mapname? will this transfer all my script modifications, or are there other files I would need to alter?
Anything you have edited will have to me moved/re-applied.
broken avatar :(
×
broken avatar :(
Location: usColorado
Date Registered: 13 June 2013
Last active: 7 years ago
Posts
40
Respect
Forum Rank
Legless Crawler
Primary Group
Member
My Contact & Social Links
More
×
FLUXtrance's Groups
Anything you have edited will have to me moved/re-applied.

Yeah, this is the difficult part. obviously I've made copies of any files I edited outside of the typical files and placed them in my mods/mapname folder. (_zombiemode, for example) and built mods around them. My concern is are there other files outside of the mods/mapname that I may have briefly edited that may be associated with my map that I don't know of. I would like to just replace all the files to be on the safe side. Also, will I need to, when copying all my original files/replacing new files, will I need to rename them? ie. Paradise.map > Bermuda.map?

Basically, will I need to re-name these, then replace the new files that are created?
http://gyazo.com/cfa321c60fb172b6cba1df165e314643.png
Last Edit: July 02, 2013, 06:54:36 am by FLUXtrance

 
Loading ...