How to Clone Map Perfect World
Well, I know I have cloned a few maps (like b05-house, and now city of abominations-jail): The main aspects of a client side map is
-The map folder itself (in /element/maps)
-instance.txt =>inside=> CONFIGS.PCK (whick contain WID and above map directory location)
-LITMODELS.PCK
-SURFACES.PCK (for map and mini map)
-LODDATA.PCK (for some maps)
From cloning existing maps, I have noticed something when it comes to naming (without changing any of the actual map files "inside"). I cloned b05 -to- house, well here was the file naming scheme within /element/maps/house:
Directory of E:\PW_Client\element\maps\house
06/01/2011 08:37 PM <DIR> .
06/01/2011 08:37 PM <DIR> ..
06/01/2011 08:37 PM <DIR> bsdata
09/17/2010 05:17 AM 703,718 b05_1.t2bk
09/17/2010 05:17 AM 526,424 b05_1.t2lm
09/17/2010 05:17 AM 526,424 b05_1.t2lm1
09/17/2010 05:17 AM 249,272 b05_1.t2mk
09/17/2010 05:17 AM 38,236 b05_light.dat
09/17/2010 05:17 AM 32 house.cld
09/17/2010 05:17 AM 7,519 house.ecbsd
09/17/2010 05:17 AM 92,459 house.ecwld
09/17/2010 05:17 AM 4,372 house.t2hc
09/17/2010 05:17 AM 404 house.trn2
09/17/2010 06:27 AM 834 precinct.clt
01/19/2011 04:27 PM 1,914 region.clt
09/17/2010 05:17 AM 3,704 scenelights.dat
and ofc the map itself I called "house" -- so it's in /element/maps/house ==> instance.txt points to "house" ==> and LITMODELS/house ==> SURFACES.PCK house.dds etc...
So... I guess what if anything I've learned about using (or "cloning") an existing map is you can name it whatever you want. However the above files (just like in my b05~house example) should NOT have their filenames changed (unless you feel like editing "INSIDE" the files that actually point to those)...
So, the files that CANNOT have a name change from their original names (in /element/maps/mapname) are:
.t2bk
.t2lm
.t2lm1
.t2mk
xxx_light.dat
the ones that HAVE to be changed (to match your new map name)
.cld
.ecbsd
.ecwld
.t2hc
.trn2
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Ragezone