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2 changes: 1 addition & 1 deletion docs/modding/hitman/customcampaigns/campaign_menu.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ For this tutorial, we will go over creating a new campaign category for our exam
## Creating the `storyconfig.JSON.patch.json` file
Open WebStorm and when prompted, open your mod's folder.

In the root folder for your mod, create a new folder named `content`. In that folder create another folder named `chunk0`.
In the root folder for your mod, create a new folder named `shared`. In that folder create another folder named `chunk0`.

In the `chunk0` folder, create a folder named `Story Config`. In that folder create a file named `storyconfig.JSON.patch.json` and set the contents to this:

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16 changes: 10 additions & 6 deletions docs/modding/hitman/customcampaigns/creating_mission.md
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ For this tutorial, we will go over creating a custom scene file and a custom sce
* Scenario Brick
* A brick that contains entities for a location.
* It is best practice to follow a standardized hierarchical format of entity folders that group similar entities together.
* For instance, you would put all your NPC entities in a NPCs folder.
* For instance, you would put all your NPC entities in an NPCs folder.
* Scene Entity
* An entity that uses a scenario brick and possibly other bricks, specified in the `externalScenes` list.
* There could be multiple scenes that all use the same scenario brick.
Expand All @@ -35,11 +35,15 @@ To find the correct chunk for the Bank mission, let's look at the [Chunk Data](/
Scrolling down to the `Hitman 3` table, we can see that the `New York` location is in `Chunk 12`.
![resources/chunk_data.jpg](resources/chunk_data.jpg)

Create a new folder in the `content` folder named `bank`. In that folder, create a new folder named `chunk12`.
Create a new folder in the root mod folder named `bank`. In that folder, create a new folder named `chunk12`.

In GlacierKit, right-click the `content/chunk12` folder and click `New File` and set the name to `scene_bank.entity.json`. Since we gave it a name that ends with `.entity.json`, GlacierKit will initialize the file with the entity template.
In GlacierKit, open the `manifest.json` file and update the `contentFolders` array to add `"bank"`. It should now look like this:

Right click [Scenario brick](resources/empty_scenario_brick.entity.json) and press `Save link as...` and save it into your `content/chunk12` folder with a name of `scenario_bank.entity.json`.
`"contentFolders": ["shared", "bank"]`

In GlacierKit, right-click the `bank/chunk12` folder and click `New File` and set the name to `scene_bank.entity.json`. Since we gave it a name that ends with `.entity.json`, GlacierKit will initialize the file with the entity template.

Right click [Scenario brick](resources/empty_scenario_brick.entity.json) and press `Save link as...` and save it into your `bank/chunk12` folder with a name of `scenario_bank.entity.json`.

## Setting the factory and blueprint hashes for the scene
Now we have our scene and scenario files, but the game doesn't know to tie them to the IOI strings that we created. We can fix that by setting the `Factory hash` and `Blueprint hash` for these files.
Expand Down Expand Up @@ -67,7 +71,7 @@ So our IOI string for the scenario will be:
`[assembly:/_pro/scenes/missions/hitman_campaign_demo/mission_bank/scenario_bank.brick].pc_entitytype`
> _NOTE:_ The scene ends in `.entity].pc_entitytemplate` while the scenario ends in `.brick].pc_entitytype`. This is because the scenario has an entity type of `Brick`, as we will soon see.

We need to add it to the `externalScenes` field of the `content/chunk12/scene_bank.entity.json` file.
We need to add it to the `externalScenes` field of the `bank/chunk12/scene_bank.entity.json` file.

In GlacierKit, while still on the `Metadata` tab for `scene_bank.entity.json`, click the `Add an entry` button under the `External scenes` section. Enter:
`[assembly:/_pro/scenes/missions/hitman_campaign_demo/mission_bank/scenario_bank.brick].pc_entitytype`
Expand All @@ -80,7 +84,7 @@ Now that we have set the `Factory hash` and `Blueprint hash`, and added the scen
## Setting the factory and blueprint hashes for the scenario
The scenario will also need Factory and Blueprint hashes in order for the game to use them.

In GlacierKit, navigate to the `content/chunk12/scenario_bank.entity.json` file and open it.
In GlacierKit, navigate to the `bank/chunk12/scenario_bank.entity.json` file and open it.

In the `Factory hash` text field, enter:
`[assembly:/_pro/scenes/missions/hitman_campaign_demo/mission_bank/scenario_bank.brick].pc_entitytype`
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2 changes: 1 addition & 1 deletion docs/modding/hitman/customcampaigns/manifest.md
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Expand Up @@ -21,7 +21,7 @@ Using either GlacierKit or a text editor or an IDE like WebStorm, Edit the `mani
"frameworkVersion": "2.33.8",
"version": "0.1.0",
"blobsFolders": ["blobs"],
"contentFolders": ["content"],
"contentFolders": ["shared"],
"dependencies": [
],
"packagedefinition": [
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6 changes: 3 additions & 3 deletions docs/modding/hitman/customcampaigns/npc_new.md
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Expand Up @@ -103,7 +103,7 @@ Click the save button.
Our new NPC will need a new outfit, and we will need to make a new outfits brick for our NPC's outfit.

## Creating a new Outfit file
In GlacierKit, right-click your `content/chunk12` folder and click `New folder` and name it `Outfits`.
In GlacierKit, right-click your `bank/chunk12` folder and click `New folder` and name it `Outfits`.

Right-click that new `Outfits` folder and click `New File` and name it `outfit_target_mctargetface_v0.entity.json`. Click on that new file.

Expand Down Expand Up @@ -202,7 +202,7 @@ We now have a custom charset for our new NPC with the Actor v0 outfit pointing t
We need to add an outfits brick that uses this charset.

## Adding a new Outfits brick
Back on the `Files` tab, right-click the `content/chunk12/Outfits` folder and click `New File` and name it `outfits_bank.entity.json`. Click on that new file.
Back on the `Files` tab, right-click the `bank/chunk12/Outfits` folder and click `New File` and name it `outfits_bank.entity.json`. Click on that new file.

Switch to the `Metadata` tab and change the Entity type from `Scene` to `Brick`.

Expand Down Expand Up @@ -467,7 +467,7 @@ Now that we have the mission fully setup, let's replace our template screenshots
> Updated `bank_entrance_ceo.jpg`

![campaign_demo_tile.jpg](resources/campaign_demo_tile.jpg)
> Updated `campaign_deom_tile.jpg`
> Updated `campaign_demo_tile.jpg`

![target_mc_targetface.jpg](resources/target_mc_targetface.jpg)
> Updated `target_mc_targetface.jpg`
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8 changes: 6 additions & 2 deletions docs/modding/hitman/customcampaigns/scene_new.md
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Expand Up @@ -379,7 +379,11 @@ Replace `[ENTRANCE UUID]` with the new starting location's repository entry UUID
Click the save button.

## Creating a new Scene and Scenario
In the `content` folder, create a new folder named `chunk2`.
In the the root mod folder make a folder called `modland`. In that folder, create a new folder named `chunk2`.

In GlacierKit, open the `manifest.json` file and update the `contentFolders` array to add `"modland"`. It should now look like this:

`"contentFolders": ["shared", "bank", "modland"]`

In GlacierKit, right-click on the new `chunk2` folder, and click `Create file` and name it `scene_modtown.entity.json` and click on it.

Expand Down Expand Up @@ -878,7 +882,7 @@ Replace the `null` value for the `m_WorldBounds` property with the entity id of
Press the save button.

## Updating the Charset
For simplicity, let's copy our entire outfit folder from `content/chunk12/Outfits` to `content/chunk2`. This cannot be done from GlacierKit, so in GlacierKit right-click on the `chunk12` folder and click `Show in Explorer`. Copy the outfit folder, then go to the `content/chunk2` folder and paste it.
For simplicity, let's copy our entire outfit folder from `bank/chunk12/Outfits` to `content/chunk2`. This cannot be done from GlacierKit, so in GlacierKit right-click on the `chunk12` folder and click `Show in Explorer`. Copy the outfit folder, then go to the `content/chunk2` folder and paste it.

In GlacierKit, the new folder should have appeared. Let's modify the files to fit our new mission and NPCs.

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