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4 changes: 2 additions & 2 deletions docs/modding/hitman/customcampaigns/geometry_new.md
Original file line number Diff line number Diff line change
Expand Up @@ -102,7 +102,7 @@ Now click `File > Export > Glacier RenderPrimitive (prims, materials, textures,
You'll wind up with a folder of files like this:
![blender_export_results.jpg](resources/blender_export_results.jpg)

Create a new folder named `content/chunk2/Geometry` and copy these files to that folder:
Create a new folder named `shared/chunk2/Geometry` and copy these files to that folder:
`00AA77FDDA276A30.entity.json`
`0001A27B58E548FD.prim`
`0001A27B58E548FD.prim.meta.json`
Expand Down Expand Up @@ -303,7 +303,7 @@ Redeploy, relaunch, and start the mission.

> Note: If you later decide to modify the blender geometry, you'll need to:
> 1. Recreate the Triangle Mesh in blender the same way as before
> 2. Copy the new ALOC file into your `content/chunk2/Geometry` folder
> 2. Copy the new ALOC file into your `shared/chunk2/Geometry` folder
> 3. Delete that ALOC file from the aloc folder in your NavKit output folder

## Updating the images
Expand Down
4 changes: 2 additions & 2 deletions docs/modding/hitman/customcampaigns/github_commit.md
Original file line number Diff line number Diff line change
Expand Up @@ -160,12 +160,12 @@ Fast-forward
.gitignore | 3 +-
README.md | 103 +-
blobs/images/campaign_demo/campaign_demo_tile.jpg | Bin 0 -> 188003 bytes
content/chunk0/storyconfig.JSON.patch.json | 25 +
shared/chunk0/storyconfig.JSON.patch.json | 25 +
manifest.json | 33 +-
package-lock.json | 7779 +++++++++++++++++++++
11 files changed, 8086 insertions(+), 255 deletions(-)
create mode 100644 blobs/images/campaign_demo/campaign_demo_tile.jpg
create mode 100644 content/chunk0/storyconfig.JSON.patch.json
create mode 100644 shared/chunk0/storyconfig.JSON.patch.json
create mode 100644 package-lock.json
```
Now your local `main` branch matches the `main` branch on the remote repository.
Expand Down
4 changes: 2 additions & 2 deletions docs/modding/hitman/customcampaigns/menumapsetup.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ For this tutorial, we will go over patching the MenuMapSetup files. MenuMapSetup

## Creating the MenuMapSetup file

In GlacierKit, on the `Files` tab, right-click on the `content/chunk0` folder and click `New File`. Name it `menumapsetup_hitman_campaign_demo.entity.json` or something similar.
In GlacierKit, on the `Files` tab, right-click on the `shared/chunk0` folder and click `New File`. Name it `menumapsetup_hitman_campaign_demo.entity.json` or something similar.

Click on this new file and switch to the `Metadata` tab. Let's give this file a `Factory hash` and `Blueprint hash`. For the `Factory hash`, let's use:
`[assembly:/_pro/scenes/bricks/menumapsetup_hitman_campaign_demo.brick].pc_entitytype`
Expand Down Expand Up @@ -105,7 +105,7 @@ On the `Metadata` tab, click the `Add an entry` button. Enter:
`[assembly:/_pro/scenes/bricks/menumapsetup_hitman_campaign_demo.brick].pc_entitytype`
and press the `Continue` button.

Click the save button. Navigate to the `content/chunk0` folder and enter the name `mainmenu`.
Click the save button. Navigate to the `shared/chunk0` folder and enter the name `mainmenu`.

Click the `Save` button.

Expand Down
2 changes: 1 addition & 1 deletion docs/modding/hitman/customcampaigns/mission_contract.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ For this tutorial, we will go over creating a custom mission contract.

## Creating the `mission_bank.contract.json` file

In GlacierKit, in the `content/chunk0/` folder, create a new folder named `Mission Contracts`. In that folder create a new file named `mission_bank.contract.json`, click it, and set its contents to:
In GlacierKit, in the `shared/chunk0/` folder, create a new folder named `Mission Contracts`. In that folder create a new file named `mission_bank.contract.json`, click it, and set its contents to:

```json
{
Expand Down
2 changes: 1 addition & 1 deletion docs/modding/hitman/customcampaigns/npc_new.md
Original file line number Diff line number Diff line change
Expand Up @@ -75,7 +75,7 @@ We will also need this repository entry's id UUID under the `Editor` header text
Click the save button.

## Updating the Mission contract
Open the `content/chunk0/Mission Contracts/mission_bank.contract.json` file. Under the `Objectives` array, add the following object:
Open the `shared/chunk0/Mission Contracts/mission_bank.contract.json` file. Under the `Objectives` array, add the following object:
```json
{
"Id": "[NEW GENERATED UUID]",
Expand Down
2 changes: 1 addition & 1 deletion docs/modding/hitman/customcampaigns/peacock_plugin.md
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ Now we'll add our first mission. In between the log functions, add this:
```js
controller.addMission([CONTENTS OF THE MISSION_BANK.CONTRACT.JSON FILE]);
```
Replace `[CONTENTS OF THE MISSION_BANK.CONTRACT.JSON FILE]` with the entire contents of the `content/chunk0/Mission Contracts/mission_bank.contract.json` file.
Replace `[CONTENTS OF THE MISSION_BANK.CONTRACT.JSON FILE]` with the entire contents of the `shared/chunk0/Mission Contracts/mission_bank.contract.json` file.

Now we'll need to add the entrance for the bank mission:
```js
Expand Down
4 changes: 2 additions & 2 deletions docs/modding/hitman/customcampaigns/planning_contract.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,11 +14,11 @@ Let's use the Raccoon scene's planning contract as an example and modify it to f

We created a hash for this planning contract in the previous step. We will need to use that hashed value in hexadecimal format when naming our new planning contact file. Copy that value from the `menumapsetup_hitman_campaign_demo.entity.json` file.

In the `content/chunk0` folder, create a new folder named `Planning Contracts`, and in that folder create a new folder named `bank`
In the `shared/chunk0` folder, create a new folder named `Planning Contracts`, and in that folder create a new folder named `bank`

In GlacierKit, go to the `Game content` tab and enter `scene_raccoon_basic.worldmapmetadata.json` and press enter. You will see the `scene_raccoon_basic.worldmapmetadata.json` file. Click it and click the `Extract file` button.

Navigate to the `content/chunk0/Planning Contracts/bank` folder. For the file name, use the hashed value we copied from our `menumapsetup...` file (`0027913897DEC7E8`). You should now have a new file with the name: `0027913897DEC7E8.JSON`. It will also have created a file named `0027913897DEC7E8.JSON.meta`. We don't actually need that file, so we can delete it.
Navigate to the `shared/chunk0/Planning Contracts/bank` folder. For the file name, use the hashed value we copied from our `menumapsetup...` file (`0027913897DEC7E8`). You should now have a new file with the name: `0027913897DEC7E8.JSON`. It will also have created a file named `0027913897DEC7E8.JSON.meta`. We don't actually need that file, so we can delete it.

## Modifying the Planning Contract file

Expand Down
2 changes: 1 addition & 1 deletion docs/modding/hitman/customcampaigns/repository.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ The repository stores metadata about various things in Hitman: World of Assassin
For our purposes we will just be adding a new starting location for now.

## Creating a repository file
In GlacierKit, switch back to the `Files` tab, right-click on the `content/chunk0` folder and create a new file named `hitman_campaign_demo.repository.json`. (The exact filename doesn't really matter, as long as it ends with `.repository.json`, but for this tutorial we'll use `hitman_campaign_demo.repository.json`).
In GlacierKit, switch back to the `Files` tab, right-click on the `shared/chunk0` folder and create a new file named `hitman_campaign_demo.repository.json`. (The exact filename doesn't really matter, as long as it ends with `.repository.json`, but for this tutorial we'll use `hitman_campaign_demo.repository.json`).

## Modifying the repository file
In GlacierKit, click on the `hitman_campaign_demo.repository.json` file. You will see the repository editor:
Expand Down
18 changes: 9 additions & 9 deletions docs/modding/hitman/customcampaigns/scene_new.md
Original file line number Diff line number Diff line change
Expand Up @@ -266,7 +266,7 @@ In the `Text tools`, convert `(planning contract) modlandia modtown` to a Hex ha
Press the save button.

## Creating a new Planning Contract file
In the `content/chunk0/Planning Contracts` folder, create a new folder named `modtown`. Right-click on the new `modtown` folder and click `New file` and set the filename to our new planning contract's hex hash with `.JSON` at the end: `001421449C722898.JSON`.
In the `shared/chunk0/Planning Contracts` folder, create a new folder named `modtown`. Right-click on the new `modtown` folder and click `New file` and set the filename to our new planning contract's hex hash with `.JSON` at the end: `001421449C722898.JSON`.

Open that file and set the contents to:
```json
Expand Down Expand Up @@ -299,7 +299,7 @@ Replace `[NEW GENERATED EXIT UUID]` with a new UUID generated using GlacierKit.
Press the save button.

## Creating a new Mission Contract file
Right-click on the `content/chunk0/Mission Contracts` folder, click `New file`, and set the filename to `mission_modtown.contract.json`. Open that file and set the contents to:
Right-click on the `shared/chunk0/Mission Contracts` folder, click `New file`, and set the filename to `mission_modtown.contract.json`. Open that file and set the contents to:
```json
{
"Data": {
Expand Down Expand Up @@ -397,7 +397,7 @@ and press the `Continue` button.

Press the save button.

Download the [empty_scenario_brick.entity.json](resources/empty_scenario_brick.entity.json) template again and save it as `content/chunk2/scenario_modtown.entity.json` and click it.
Download the [empty_scenario_brick.entity.json](resources/empty_scenario_brick.entity.json) template again and save it as `shared/chunk2/scenario_modtown.entity.json` and click it.
In the `Metadata` tab, in the `Factory hash` field, enter:
`[assembly:/_pro/scenes/missions/hitman_campaign_demo/mission_modtown/scenario_modtown.brick].pc_entitytype`
In the `Blueprint hash`, enter:
Expand Down Expand Up @@ -795,7 +795,7 @@ Press the save button.
## Adding lighting and a sky
Our scenario will also need lighting, a sky, and physics, otherwise everything will be dark and grey.

Download the [tod_day_sunny_clear.entity.json](resources/tod_day_sunny_clear.entity.json) file and save it to your `content/chunk2` folder as `tod_day_sunny_clear.entity.json`. This is a basic "time of day" brick that we can drop into any custom scene, that sets up a sunny clear day and blue sky.
Download the [tod_day_sunny_clear.entity.json](resources/tod_day_sunny_clear.entity.json) file and save it to your `shared/chunk2` folder as `tod_day_sunny_clear.entity.json`. This is a basic "time of day" brick that we can drop into any custom scene, that sets up a sunny clear day and blue sky.

Let's add some IOI strings for the time of day brick as well. In GlacierKit, on the `Settings` tab, in the `Custom paths` section, click the `Add an entry` button and enter:
`[assembly:/_pro/scenes/missions/hitman_campaign_demo/tod_day_sunny_clear.brick].pc_entitytype`
Expand Down Expand Up @@ -882,7 +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 `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.
For simplicity, let's copy our entire outfit folder from `bank/chunk12/Outfits` to `shared/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 `shared/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.

Expand Down Expand Up @@ -981,7 +981,7 @@ In GlacierKit, go to the `Settings` tab and on the `Custom paths` section, scrol

On the `Text tools` tab, paste that IOI string into the `Hash calculator` field and copy the value in the `Hex` text field.

Back in NavKit, click the `Save Navp` button, and navigate to the `content/chunk2` folder and name it the hex value you copied.
Back in NavKit, click the `Save Navp` button, and navigate to the `shared/chunk2` folder and name it the hex value you copied.

For the AIRG, let's use:
`[assembly:/_pro/scenes/missions/hitman_campaign_demo/mission_modtown/scene_modtown.airg].pc_airg`
Expand All @@ -990,7 +990,7 @@ In GlacierKit, go to the `Settings` tab and on the `Custom paths` section, scrol

On the `Text tools` tab, paste that IOI string into the `Hash calculator` field and copy the value in the `Hex` text field.

Back in NavKit, click the `Save Airg` button, and navigate to the `content/chunk2` folder and name it the hex value you copied.
Back in NavKit, click the `Save Airg` button, and navigate to the `shared/chunk2` folder and name it the hex value you copied.

Now that we have our NAVP and AIRG files, we need to tell the scenario to use them. In GlacierKit, go to the `scenario_modtown.entity.json` file on the `Tree` view, expand the `Scenario_Modtown > AI` node. Right-click on the `Pathfinding` node and click `Create Entity`, name it `Pathfinder_Configuration`, click on the new node and in the contents, replace everything after the `parent` field with:
```json
Expand Down Expand Up @@ -1156,9 +1156,9 @@ Now that we've modified the geometry, the old NAVP and AIRG don't accurately rep
Let's open NavKit up, and follow the same steps as before:
1. Click the `Extract from game and build obj` button
2. Click the `Build Navp from Obj and Scene` button
3. Save the NAVP file to `content/chunk2/0051279576303266.navp`
3. Save the NAVP file to `shared/chunk2/0051279576303266.navp`
4. Click the `Build Airg from Navp` button
5. Save the AIRG file to `content/chunk2/00D89D1CB094AD54.airg`
5. Save the AIRG file to `shared/chunk2/00D89D1CB094AD54.airg`

![modtown_new_navp_and_airg.jpg](resources/modtown_new_navp_and_airg.jpg)
Redeploy, relaunch, and start the mission, and now Super Targetman will walk around the house if you throw a coin behind the house, or walk through the door if you lure him into the house.
Expand Down
2 changes: 1 addition & 1 deletion docs/modding/hitman/customcampaigns/unlockables.md
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ Set the `RepositoryId` to the value copied from the repositories file in the pre

![unlockables_ceo_office.jpg](resources/unlockables_ceo_office.jpg)

Click the save button. Navigate to the `content/chunk0` folder and set the name to something like `campaign_demo`. Similarly to the repository file we created in the previous section, the only important part of the name is `.unlockables.json`, so you can name it whatever you'd like, but for this tutorial we'll refer to it as `campaign_demo.unlockables.json`.
Click the save button. Navigate to the `shared/chunk0` folder and set the name to something like `campaign_demo`. Similarly to the repository file we created in the previous section, the only important part of the name is `.unlockables.json`, so you can name it whatever you'd like, but for this tutorial we'll refer to it as `campaign_demo.unlockables.json`.


## Next Steps
Expand Down
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