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STARDRAFT F.A.Q. - MPQ AND EDITING FILES

What is an "MPQ" file? What do I do with them?
A file with the *.mpq extension is the most common mpq file used in Starcraft -- most notably StarDat.mpq, Broodat.mpq, and occationally, patch_rt.mpq. Maps -- *.scm and *.scx files -- and the Install.exe on the CD are also MPQ files. MPQ files are simply compressed archives where Starcraft puts lots of "little files" into a big clump. For example, Stardat.mpq stores unit graphics, sounds, unit property file information, and a lot of other stuff. A scm holds the decompressed map (*.chk), the sounds (*.wav) you put in the map, and occationally other tid bits like a file that gives it that little "Blizzard" or "Ladder" symbol on Battle.net. (Feel free to ask about it, but the answer is no, you can't make your own functional ladder map =) To look at and extract the "little files" from inside an MPQ, you just need an MPQ Viewer utility (see the Programs section). Usually, you will find duplicate files in Stardat.mpq, Broodat.mpq, and patch_rt.mpq. Stardat will hold most of the original Starcraft files (pre-Broodwar), Broodat will hold the additions and modifications from Broodwar, and patch_rt will hold additional "patch" modifications (like from 1.05). In most circumstances, the files in patch_rt override the other two and the files in Broodat override those in Stardat if you are playing Broodwar.

Where can I get the internal Blizzard campaign maps from? What about the splash screens and sounds?
The campaign maps, in-map sounds, and splash screens are in the Install.exe on the Starcraft and Broodwar CDs (Starcraft for the original campaign and Broodwar for the Broodwar campaign). All the maps are called scenario.chk (in their respective level directories). To open the map in Staredit, simply choose Open, then go to the directory where the scenario.chk is located, and manually type in scenario.chk. To make the scenario.chk playable, simply Save As a scm or scx file.

If you are not seeing the scenario.chk files in the Install.exe, you probably have an old MPQ Viewer data file. Get the latest one from the Programs section.

What is a *.___ file and how can I edit it?
Here is a list of the basic file extensions. All the utilities can be found in the Programs sections.

  • bin - these are sort of archives. The most familiar are aiscript.bin and broodat.bin which contain the AI scripts and iscript.bin which contains animation data for the sprites. ScAiEdit will edit the AI script files. To edit the iscript.bin, can use ICE. The other bin files are layout files for the menu screens. If you want to figure them out (hex) for yourself (not really that hard) see Camelot Systems' spec sheet. I'll write an article eventually.
  • chk - uncompressed map files. Basically, a scm/scx without the sounds. Just open one of these up manually with Staredit and you can edit it like a normal map.
  • cnd - these files are found in scm or scx files. They basically indicate to Battle.net that there should be a "Blizzard", "Ladder", or "PGL" symbol placed in front of this map. You can place one of these in your own maps and you will get the little symbol on Battle.net, but it will not play.
  • dat - the data files which hold default unit properties, upgrade properties, weapon properties, and more "control" information. All of these files can be edited with Arsenal II in a user friendly way. You don't even have to extract the files from the mpq; Arsenal II will create default ones for you. See the SCEB for more info.
  • fnt - these are font files. I guess you can extract and use them by placing them in your Windows Font directory? I'm not sure.
  • got - these files control the game types. I.E., they control default melee settings, use map settings, team melee, greed, and others. You'll need a hex editor to edit these. See the main Stardraft page for a link to specs.
  • grp - these are unit graphics files. Basically, each grp file contains a set of picture frames which make up how the unit looks in each position it can take. You either use RetroGRP or the GRP editor contained within Stardraft to edit these. You will also need a basic paint program to edit the bmp files which will be out-put (one bmp for each frame). See the graphics section for more info.
  • lo* - there are the *.lol, *.loa, *.lox, etc. files. They are probably the files which control the overlay graphics. I.E., where to place the tank turret on the tank body, where to place that little turret thing on the science vessel, where to place the "working" graphics on a nexus/command center/forge/etc., and more. Shadowflare has created a program to edit them. You can find it in the programs secton.
  • pcx - this is a picture file. Usually, these will be the format of the splash screens and control panels in the game. This format is also used for Starcraft palette files. (That's why you'll find some that are just a jumble of lots of colors) You just need a simple paint program to edit these. Be sure to use only colors from the picture's original palette, otherwise your picture will look all messed up in Starcraft.
  • smk - these are movie files which consist of the campaign cutscenes to (more commonly) the unit portraits. You use Smacker Tools to edit these.
  • tbl - these are files which contain most of the text in Starcraft, from unit names to weapon names to error messages to AI titles. You edit them with TBL Edit, which you access by double clicking on a tbl file when it is in Stardraft's CWAD manager. See the SCEB for more info.
  • trg - trigger files. You can import [from the trigger menu] these into maps (scm/scx) to see waht triggers are inside. The particular ones located in the MPQ are used for the default game settings (one set for each type; e.g., generic victory conditions for melee) and are missing the general 8 byte (I think) header that they have when you export trg files from staredit. But if you add it and then import, you can see the actual triggers.
  • v*4 - Tileset files. See Nossirahdrof's TileEdit for more info on this and other tile/doodad files and the ability to edit them.
  • wav - these are sound files. The larger ones on the CD are for the game music and the smaller ones in the *.mpq files are for unit responses. Use any old sound editor to edit these.

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