How to add .j files by using RMPQeditor?
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How to add .j files by using RMPQeditor?
Well, Usually I use MPQMaster to extract/overwrite .j files, but MPQMaster got crashed for sum reason.
So I tried to use Ladik's but it was too hard : l
Then I skipped to use RMPQeditor. It worked well to extract the .j file but I have no idea how to overwrite it w/ RMPQeditor :S
Can sum1 help me out, pleaz
So I tried to use Ladik's but it was too hard : l
Then I skipped to use RMPQeditor. It worked well to extract the .j file but I have no idea how to overwrite it w/ RMPQeditor :S
Can sum1 help me out, pleaz
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Re: How to add .j files by using RMPQeditor?
I dont think RMPQEx has that kind of option.. rebuild the MPQ like the FAQ says and youll be able to open the map using MPQMaster.
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Re: How to add .j files by using RMPQeditor?
I've read the post you told me, but IT'S JUST CONFUSING :S
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Re: How to add .j files by using RMPQeditor?
dont read the whole post. just read what you need and that is. rebuilding MPQ.
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Re: How to add .j files by using RMPQeditor?
There was a topic about this a couple days ago.
owner123 wrote:Open the target map with MPQ Editor Old Version set to "read only" and "force opening of MPQs". Then select all of the files, and press the extract button found in operations, and select the target folder. Then open regular Mpq Editor, and select the "Build MPQ from directory" option in operations. Save as a .w3x file. open the vexorian's map optimizer, and use it on the map WITHOUT compress names selected. Then proceed to open XVI32, and use the Blocks <N> chars option from there on the regular map. Select decimal and type in 512. Hit Copy As Hex String. Go to the recently optimized map, and select the first block and hit Paste As Hex String. You now have a playable, un corrupted map.
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Re: How to add .j files by using RMPQeditor?
stucked on optimizing step. it says 'couldn't find the map's script file' and there was none when did extract all files of the map Im trying to rebuild..
Theres just no .j or .i file but some .xxx format files, blp and 1 .wav file :S.... Did I do right?
Is there any options I need to check before optimizing the map? cuz I didn't check other options except the basic 2.
Theres just no .j or .i file but some .xxx format files, blp and 1 .wav file :S.... Did I do right?
Is there any options I need to check before optimizing the map? cuz I didn't check other options except the basic 2.
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Re: How to add .j files by using RMPQeditor?
You should use an external listfile when you open it up in MPQ, that way the .xxx will become the known files such as .w3i and .j.
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Re: How to add .j files by using RMPQeditor?
RMPQEx is a read-only editor. That being said, you can use it to help you with rebuilding the map by getting all the names, extracting everything, and placing the files into a new map.
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Re: How to add .j files by using RMPQeditor?
Grrr... I messed it up :S
1st time I did rebuilding MPQ, it was around 8.3 mb.. then added cp and done optimizing but only saved 500kb.
After that I did XVI32's 512 hex (copy from origin -> paste to rebuild) then saw the map on the game list(LAN) but when clicked it on the map list, W3 got crashed...
ps. sigh. I can't attach .7z file :l
1st time I did rebuilding MPQ, it was around 8.3 mb.. then added cp and done optimizing but only saved 500kb.
After that I did XVI32's 512 hex (copy from origin -> paste to rebuild) then saw the map on the game list(LAN) but when clicked it on the map list, W3 got crashed...
ps. sigh. I can't attach .7z file :l
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Re: How to add .j files by using RMPQeditor?
If you already rebuilt the MPQ no need to do that step with XVI32... Just rebuild it using x-dep and optimize it using vexorian optimizer..