manual:subwaysim:map_construction:build_mod
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| manual:subwaysim:map_construction:build_mod [2025/12/12 12:52] – [Installing the Mod in SubwaySim 2] dcs | manual:subwaysim:map_construction:build_mod [2025/12/12 16:03] (current) – dcs | ||
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| Before a mod can be used in SubwaySim 2, it must be converted into a format that the game can read. This process is required because of how Unreal Engine handles assets and game content. | Before a mod can be used in SubwaySim 2, it must be converted into a format that the game can read. This process is required because of how Unreal Engine handles assets and game content. | ||
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| set LEVEL_PATH=Level/ | set LEVEL_PATH=Level/ | ||
| set ENGINE_ROOT=C: | set ENGINE_ROOT=C: | ||
| + | |||
| + | {{: | ||
| ---- | ---- | ||
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| A console window will open and ask: **Build the NavMesh for level (y/N):** | A console window will open and ask: **Build the NavMesh for level (y/N):** | ||
| + | |||
| + | {{: | ||
| Press y and Enter to rebuild the Navigation Mesh, or press N to skip this step. | Press y and Enter to rebuild the Navigation Mesh, or press N to skip this step. | ||
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| When finished, the generated .pak file will automatically be moved into the Output folder located in the SDK root directory. | When finished, the generated .pak file will automatically be moved into the Output folder located in the SDK root directory. | ||
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| + | {{: | ||
| ---- | ---- | ||
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| '' | '' | ||
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| + | ---- | ||
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| + | ===== Testing Lua scripts without rebuilding the mod ===== | ||
| + | |||
| + | * Create an empty folder for your plugin '' | ||
| + | * Copy the Lua scripts from your Lua folder inside this folder maintaing the same folder structure. | ||
| + | * The game will now use the Lua scripts from this folder if they exist, otherwise it falls back to the mod itself. | ||
| ---- | ---- | ||
manual/subwaysim/map_construction/build_mod.1765540375.txt.gz · Last modified: by dcs
