Just a list of stuff that can be modded in MH1 with the respective tools/scripts needed.
This contains 3d models and textures used when activating certain cheats such as BUNYSUIT, PIGGSUIT. More info about dff and txd files below.
Needs to be unpacked from ManHunt.pak file More info soon
Videos in bik format for titles / ending of the game.
Models and textures that are common to all levels. Such as rats, crows, etc. More info about dff and txd files below.
Common text in the game. Info about how to unpack/pack/edit below.
Particle files. More info soon.
Needs to be unpacked from ManHunt.pak file Timed Vector Pairs. Camera angles for executions.
Structure
- Type (VECPAIR => Regular Vector | VECPAIR@ => Last Vector)
- Duration (How long should the camera stay)
- Camera position X (need negation)
- Camera position Y
- Camera position Z
- Camera look at position X (need negation)
- Camera look at position Y
- Camera look at position Z
- Camera Pan (not 100% sure)
- Camera Roll
Needs to be unpacked from ManHunt.pak and unpacked with MHT. Contains MLS Code variables which are shared over all levels
Needs to be unpacked from ManHunt.pak file Contains Weather stuff.
Found in /levels/GLOBAL/data* Unmodded game will automatically load its contents instead of .ini files. Contains /data and /tvp folders for global. Contains one folder per level and inside that it has:
- entityTypeData.ini
- levelSetup.ini
- spl/splines.ini
- 📦 Can be packed/unpacked with MHT
- 📦 Can be extracted with PakExtract
- ✅ Can be patched (along other issues) with pluginMH
- ✅ Can be patched to load raw files first with Manhunt PAKPatch
Contains all 3d models for props and characters in that particular level. Should probably not go over 10mb.
- 👁️ Can be previewed using MHS
- ✏️ Can be edited with any DFF 3D Studio Max script, using the GTA SA option (might need to skip COL). For example, GF's script based on Kam's
- 📦 Can be packed/unpacked with MHT
- 📦 Can be packed/unpacked visually with MMCD
Contains all textures for props and characters in that particular level. Textures are always better as powers of 4 (64,128,256,512,1024... etc) Textures should be compressed as DXT1. If they have an alpha DXT3 should be used instead. Should probably not go over 10mb.
- 👁️ Can be previewed using MHS
- ✏️ Can be edited with MagicTXD tool
Contains all textures for the scene1/2.bsp files. Textures are always better as powers of 4 (64,128,256,512,1024... etc) Textures should be compressed as DXT1. If they have an alpha DXT3 should be used instead. Should probably not go over 10mb.
- 👁️ Can be previewed using MHS
- ✏️ Can be edited with MagicTXD tool
Contains text for all dialogue in the level. Version with no underscore is english. f = french g = german i = italian s = spanish
- ✏️ Can be edited (once unpacked) in json format with any text editor (notepad, vscode, vim...)
- 📦 Can be packed/unpacked with MHT
Contains code for everything that happens in the level.
- 📦 Can be unpacked/compiled with MHT
- ✏️ Can be edited (once unpacked) in srce format with any text editor (notepad, vscode, vim...)
Splines loaded for a level are put in here, with setting for the type of spline, and its duration. I've no idea.
- ✏️ Can be edited with any text editor (notepad, vscode, vim...)
I've no idea.
- ❌ Can't be edited.
Contains all anims for that particular level in blocks.
- ✏️ Can be opened/edited with Allen's 3D Studio Max script
- 📦 Can be packed/unpacked in json format with MHT
Found in /levels/{{level name}} Prerendered cutscene. Can probably be edited with a bik video tool.
Contains collisions for entities in the level such as the player, hunters, props in the map, etc.
- ✏️ Can be opened/edited with Allen's 3D Studio Max script
- 📦 Can be packed/unpacked in json format with MHT
Contains placement/certain values for entities in the level such as the player, hunters, props in the map, etc.
- ✏️ Can be edited visually with MHS
- ✏️ Can be edited via GUI with InstEditor
- 📦 Can be packed/unpacked in json format with MHT
Contains properties for entities in the level such as the player, hunters, props in the map, etc.
- ✏️ Can be edited with any text editor (notepad, vscode, vim...)
- 📦 Can be split/merged back into one file in ini format with MHT
Contains properties for the world such as the sky color, weather, fog.
- ✏️ Can be edited with any text editor (notepad, vscode, vim...)
Contains waypoints for the hunter's AI
- 📦 Can be packed/unpacked in json format with MHT
- ✏️ Can be edited with any text editor (notepad, vscode, vim...) (once unpacked)
Contains the texture that's seen when this level loads
- 👁️ Can be previewed using MHS
- ✏️ Can be edited with MagicTXD tool
Unused maps.
- 👁️ Can be previewed using MHS
- ✏️ Can be edited with MagicTXD tool
Contains geometry data for the level. Every mesh in this file has automatic collision. To avoid players/hunters without ambient light (black) you need to generate PVS The default max amount of materials is about 300 Shadows in the level are controlled by (dark) vertex colors
- ✏️ Can be created using RW SDK 3.5.
- ✏️ PVS can be generated using wrldview from RW SDK 3.5.
- 👁️ Can be previewed using MHS
- 😈 Max material limit can be disabled with pluginMH
- 📹 Tutorial
Contains geometry data for the level with no collision. Used for shadows, decals and such.
- ✏️ Can be edited with using RW SDK 3.5
- 📹 Tutorial
The worst file of them all. Unmodded game will gladly crash if any file goes over what's written in this size list of crap.
- ✏️ Can be edited with any text editor and tears
- 😈 Can be disabled and sent back to hell with pluginMH