Dark Messiah: Single-Player Level Creation
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Setting up the SDK for Dark Messiah of Might and Magic
Requirements
- Dark Messiah of Might and Magic Single-Player SDK ( Found at: http://www.hammer-tutorial.com/data/files/tools/mm_sdk_sp.7z )
- GCFScape
- 7-Zip ( Found at: http://www.7-zip.org/ )
Installing the SDK
- Extract the contents of 'mm_sdk_sp.7z' using 7-Zip. It should contain two Game Cache Files.
- With GCFScape installed, double-click a Game Cache File to open it. In the window that appears, select all folders and extract them to: Steam\steamapps\STEAM USERNAME\dark messiah might and magic singleplayer
Extracting the Dark Messiah GCF's
Now you need to extract the contents of the following Dark Messiah GCF's (Game Cache Files) into your Dark Messiah Singleplayer folder, because the editor cannot access the .GCF files:
- mm_materials_a_pub.gcf
- mm_materials_b_pub.gcf
- mm_materials_c_pub.gcf
- mm_models_pub.gcf
- mm_sound_lang_en_pub.gcf
- mm_sound_pub.gcf
These GCF's can be found in the Steam/steamapps folder and need to be extracted to:
- Steam\steamapps\STEAM USERNAME\dark messiah might and magic singleplayer
Configuring the Hammer Editor
Once all the files have been extracted, you still need to tell the Hammer editor where to look for these files. To do this, open the GameConfig.txt file located at:
- Steam\steamapps\STEAM USERNAME\dark messiah might and magic singleplayer\bin\GameConfig.txt
Replace the contents of the GameConfig.txt with the code below and replace <USER> with your Steam user name. You may have to correct the whole path:
"Configs" { "Games" { "Dark Messiah" { "GameDir" "C:\Program Files\Steam\SteamApps\<USER>\dark messiah might and magic single player\mm" "hammer" { "GameData0" "C:\Program Files\Steam\SteamApps\<USER>\dark messiah might and magic single player\bin\halflife2.fgd" "TextureFormat" "5" "MapFormat" "4" "DefaultTextureScale" "0.250000" "DefaultLightmapScale" "16" "GameExe" "C:\Program Files\Steam\SteamApps\<USER>\dark messiah might and magic single player\mm.exe" "DefaultSolidEntity" "func_detail" "DefaultPointEntity" "info_player_start" "BSP" "C:\Program Files\Steam\SteamApps\<USER>\dark messiah might and magic single player\bin\vbsp.exe" "Vis" "C:\Program Files\Steam\SteamApps\<USER>\dark messiah might and magic single player\bin\vvis.exe" "Light" "C:\Program Files\Steam\SteamApps\<USER>\dark messiah might and magic single player\bin\vrad.exe" "GameExeDir" "C:\Program Files\Steam\SteamApps\<USER>\dark messiah might and magic single player" "MapDir" "C:\Program Files\Steam\SteamApps\<USER>\dark messiah might and magic single player\mm_content\mapsrc" "BSPDir" "C:\Program Files\Steam\SteamApps\<USER>\dark messiah might and magic single player\mm\maps" "CordonTexture" "tools\toolsskybox" "MaterialExcludeCount" "0" } } } "SDKVersion" "1" }
Using the editor for map creation
Open "hammer.exe" located in:
- Steam/steamapps/dark messiah might and magic singleplayer/bin

Playing Your Maps
To play a map you must enable the developer console:
- Open Steam
- Right click on Dark Messiah Might and Magic Singleplayer
- Click on 'Properties'
- Click on 'Set Launch Options...'
- Enter
-console
- Start the game
- Access the console by pressing '~', and type:
map <mapname>
Example:map sp_tutorialmap
Known Bugs and Issues
Shading Issue
- Problem: In the 3D viewport ‘3D Textured Shaded' looks the same as ‘3D Textured'.
- Solution: There is no current solution to this. As a workaround, you could create the brushes of your map in a different Hammer editor. Any Source Engine game that ships with the Hammer editor will work for this. You can then later add models and entities in the Dark Messiah editor.
White Textures
- Problem: Some textures appear white in the editor.
- Solution: Exporting and saving the affected texture's .vtf file again might fix this issue.
NPC Model Issue
- Problem: Some NPCs look like a different NPC type: E.g. a Goblin has the appearance of a dragon.
- Solution: This happens when you copy and paste an NPC entity or when you duplicate a NPC entity and change the entity type. Make sure that you correct the model after duplicating an existing NPC.