COH: Europe In Ruins

EIR Main Forums => Projects & Mapping => Topic started by: Unkn0wn on December 13, 2007, 02:13:22 pm



Title: Creating an SGA!
Post by: Unkn0wn on December 13, 2007, 02:13:22 pm

Note:

These posts are outdated and some items have changed. Refer to  this thread  (http://forums.europeinruins.com/index.php?topic=25578.msg449613#msg449613)for creating a SGA




The following process needs to take place for your map to actually have the weather .options file! Exporting your map in the worldbuilder works but does not include the .options file, thus this process is recommended for FINAL map.sga's :).

http://www.corsix.org/cdms/downloads-5.html
Download Corsix' tools first.

Prepare files:
Create a new folder, wherever you want, I suggest desktop for easy access; we'll call ours "map" (name is not important). This folder is just to temporarily hold the map files; it can be deleted afterwards.

In that new folder "map", create a folder named "scenarios".

And in "scenarios", create a folder named "mp".
In "mp",  create a last folder called "Loading", this is ONLY for your mapname.tga loading screen file.
So you should have:

"Map"
  ->  Scenarios
         -> mp (All map files, INCLUDES LOADING SCREEN)
              
            

In "mp" place ALL the map's files, except the .BAK files.


Corsix's Tools:
Download and run Corsix's Tools.

Open a .sga file, f.e "4p_Crossroads" from the EIR/archives folder.

Go to the "Tools" tab and select "SGA packer".

For "Input" select the folder containing "scenarios" (e.g. "map").

For "SGA To Create" select where you want to save the SGA file with the .sga extension.
(Target folder + .sga name, for example D:\Games\Company of Heroes\EuropeInRuins\Archives\4p_Road to Carentan.sga)

Leave "TOC" as "Data" or rename it if it's not.

Create!


Title: Re: This is how you make an sga!
Post by: Kolath on January 12, 2008, 09:30:36 am
This is how you unpack an sga:

1. Drop the .sga into your coh directory.
2. Open the command prompt (go to Start -> Run -> type "cmd" -> hit enter)
3. Navigate to your coh directory by typing "cd c:\program files\thq\company of heroes" (or wherever your CoH directory is)
4. Once in the directory, type "archive.exe -a [name of the sga].sga -e c:\temp\coh" (or any other directory)  This unpacks the sga to the directory specified after "-e"
5. Viola, now you have the contents of the sga.

Troubleshooting: If it doesn't work, check the file name, it has to match exactly.


Title: Re: Creating an SGA!
Post by: Stahlster on May 25, 2008, 06:59:27 pm
For "SGA To Create" select where you want to save the SGA file with the .sga extension.
(Target folder + .sga name, for example D:\Games\Company of Heroes\EuropeInRuins\Archives\4p_Road to Carentan.sga)

I do not understand what to do at this stage


Title: Re: Creating an SGA!
Post by: Unkn0wn on May 27, 2008, 12:23:09 pm
Keep in mind this is really just for the very final stage maps, simply because only through this method you can add weather options to your map. There's a much easier way of creating map .sgas, in the worldbuilder, with your map open, just go to "export package" and you'll create the .sga ;).


Title: Re: Creating an SGA!
Post by: stahlsta210 on May 29, 2008, 06:39:37 pm
now when i do this i should be able to start up regurlar vCoh and when i export th package again it will just rewrite over what i previously exported?


Title: Re: This is how you make an sga!
Post by: UnLimiTeD on August 25, 2008, 01:52:13 am
Necromancy!
This is how you unpack an sga:

1. Drop the .sga into your coh directory.
2. Open the command prompt (go to Start -> Run -> type "cmd" -> hit enter)
3. Navigate to your coh directory by typing "cd c:\program files\thq\company of heroes" (or wherever your CoH directory is)
4. Once in the directory, type "archive.exe -a [name of the sga].sga -e c:\temp\coh" (or any other directory)  This unpacks the sga to the directory specified after "-e"
5. Viola, now you have the contents of the sga.

Troubleshooting: If it doesn't work, check the file name, it has to match exactly.

I don't get it.
I can never leave c somehow,   if I enter something around  cd e:

it will show me under the command line :

E:\

and then jump to the next line.


So it could look like this:

C:\Eigene Dateien\cd e:\Spiele
E:\Spiele\

C:\Eigene Dateien\cd e:\Spiele\THQ
E:\Spiele\THQ\

C:\Eigene Dateien\


if I enter cd e:\  it will not react at all.

If I try to make everything in c I get an output along the lines of "archive.exe is not a valid application  (spelling mistake or could not be found) ".



Title: Re: Creating an SGA!
Post by: Lolto on August 25, 2008, 02:00:47 am
Didn't understand most of that Unlimited... try locating the directory manually by clicking through everything.  Other than that...  ???


Title: Re: Creating an SGA!
Post by: UnLimiTeD on August 25, 2008, 02:25:21 am
In the cmd I CAN'T leave c.

My CoH folder is in E.


Title: Re: Creating an SGA!
Post by: Kolath on August 25, 2008, 06:09:25 am
Just enter "e:\" no quotes.  When changing drive you don't use "cd" (change directory).  Only use cd within a drive.


Title: Re: Creating an SGA!
Post by: UnLimiTeD on August 25, 2008, 09:25:29 am
Thanks :) 
However, I already found out how to do it with Corsix.
And it's a lot more comfortable.


Title: Re: Creating an SGA!
Post by: Kolath on August 25, 2008, 10:31:42 am
Yes, Corsix is another option.

For those not familiar with process, you start corsix and rather than loading the CoH .module file, you click the option to load an individual .sga. 


Title: Re: Creating an SGA!
Post by: Ununoctium on June 12, 2009, 05:35:54 am
Corsix isn't working for me
I tried redownloading it but it still crashes when i try to load the coh module


Title: Re: Creating an SGA!
Post by: Unkn0wn on June 12, 2009, 05:53:47 am
Load .sga not .module.


Title: Re: Creating an SGA!
Post by: Duckordie on June 12, 2009, 05:54:51 am
Due Unkown is Lazy Don´t got time to update this.


Dont open Module, and dont do around 70% of what it says you to do, its outdated to hell

Load a SGA. ANY one, a map or whatever.
Then... Talk to me in vent, this is this a update


Title: Re: Creating an SGA!
Post by: Duckordie on June 12, 2009, 05:57:10 am
Quote
Corsix's Tools:
Download and run Corsix's Tools.

Open Relic's mod "RelicCOH.module".


Thats wrong, and its in the "how to do"
When i last got it figured out, it works with charm, until then he is just gonna yell at you to get it working (the map), and the guild how to get your map working is wrong that he link you too, its kinda hard to fix it then.



Title: Re: Creating an SGA!
Post by: LeoPhone on June 18, 2010, 01:37:18 pm
this topic needs to be updated.
you dont put the loading image in a seperate folder anymore, and i dont understand kolath's guide to unpack an sga. you can also just unpack it with crosix, maybe explain that?


Title: Re: Creating an SGA!
Post by: Kolath on June 21, 2010, 02:32:11 pm
Hmm... well my post from ages ago was about how to pack and unpack maps at the command line, which is nice for doing batch processing of many maps.  I once upon a time wrote a batch command to unpack all .sga's in a directory.  That said, it is entirely possible that relic altered the archive.exe utility since I wrote the guide.

But, my guess is that they haven't changed it.


Title: Re: Creating an SGA!
Post by: Unkn0wn on June 21, 2010, 02:41:56 pm
Wow you got Kolath to rise from the dead, wow.


Title: Re: Creating an SGA!
Post by: LeoPhone on June 21, 2010, 02:42:49 pm
hi kolath!

but your batch command will probably not work anymore. relic thinks its awesome to change all directory files etc without reason. everything has changed.

edit: i tried the unpacker through cmd one more time, and it worked  ::)
still quite hard to do, and why not use crosix since you already need it for sga creating.


Title: Re: Creating an SGA!
Post by: bbsmith on June 21, 2010, 03:59:15 pm
Black Magic I'm scared.


Title: Re: Creating an SGA!
Post by: LeoPhone on June 27, 2010, 10:48:15 am
rising people from the death is still not enough for you to update this topic unknown?

u can better also add what _map, _map_base, and _map_slots are for.


Title: Re: Creating an SGA!
Post by: Groundfire on June 27, 2010, 10:53:28 am
I think unknownz computer died on him. :/


Title: Re: Creating an SGA!
Post by: bbsmith on June 29, 2010, 04:20:24 pm
Unknown is on vacation.


Title: Re: Creating an SGA!
Post by: Groundfire on June 29, 2010, 04:23:19 pm
Thats what they want you to think.

He'll come back when the chlorophorme wears off. :)


Title: Re: Creating an SGA!
Post by: Unkn0wn on August 29, 2010, 04:53:15 pm
My butt hurts.


Title: Re: Creating an SGA!
Post by: Nijo on August 30, 2010, 03:21:33 am
Hey, does this smell like chlorophorme for you??


Title: Re: Creating an SGA!
Post by: Baine on August 30, 2010, 03:46:05 am
Hey, does this smell like chlorophorme for you??

More like lube...


Title: Re: Creating an SGA!
Post by: nugnugx on November 04, 2010, 12:55:29 pm
So what do i do to create an sga with loading image and map image , reading as everything has changed?   


Title: Re: Creating an SGA!
Post by: LeoPhone on November 04, 2010, 01:17:01 pm
do everything the same but dont make a loading folder. just put the loading image right in the folder with the rest of the stuff.

mapname_map_base.tga and mapname_map_slots.tga are for the random and fixed position map preview
to make a nice one open mapname_mm.tga in a photoshop program like gimp, then add these dots & numbers for the spawns: http://www.filefront.com/17475812/RelicSpawns.tga

check mapname.info and make sure it looks something like this:
Quote
HeaderInfo =  
{
   scenarioname = "Name (6)",
   scenariodescription = "Description",
   maxplayers = 6,
   date = "25-9-2010 20:54",
   scenarioabbrname = "",
   savedname = "",
   version = 2004,
   mapsize =  
   {
      608,
      416,
   },
   music = "SOUND/MUSIC/GENERICMISSIONMUSIC.BSC",
   scenariotype = 2,
   modname = "RelicCoH",
}
red part is important!!!

for weather options use this tutorial:
http://www.gamereplays.org/community/index.php?showtopic=298638

in the comment section u can find all the codes and assigned weather descriptions to use with custom atmosphere settings


Title: Re: Creating an SGA!
Post by: nugnugx on November 04, 2010, 02:23:25 pm
Something is not working

I have Lille_mm.tga and Lille.tga in the same folder with other files,  i pack everything with corsix , but the images are not working.


Title: Re: Creating an SGA!
Post by: Unkn0wn on November 04, 2010, 02:31:48 pm
Needs to be 4p_Lille like your other map files.


Title: Re: Creating an SGA!
Post by: nugnugx on November 04, 2010, 05:55:20 pm
i had in my shortcut -dev mode and that's why it didin't work  ::)


Title: Re: Creating an SGA!
Post by: EliteGren on November 06, 2010, 09:11:10 pm
EDIT: Fixed by my epicness