The preferred method for packaging maps is in an
unf is just a zip file with the file extension changed to
.unf. To make an
unf, organise your map files in the correct directory structure, zip it and change the file extension from
The following example assumes that you've made a terrain and used the textures and interiors that come with Legends, which is the most common for your first map. In this case, you only need to distribute your
.ter. The loadscreen is optional, read the loadscreens page for more info on making loadscreens.
data/missions/LandOfChocolate.mis data/missions/LandOfChocolate.ter data/missions/loadscreens/LandOfChocolate.jpg
In Linux, type the following commands
zip -r -0 LandOfChocolate.unf data/
-r switch means recursive, and the
-0 (zero) means no compression, which will speed up mission load times.
Organise these files in the following directory structure, zip it, then rename to LandOfChocolate.unf.
data/missions/LandOfChocolate.mis data/missions/LandOfChocolate.ter data/missions/loadscreens/LandOfChocolate.jpg data/interiors/dark_chocolate.png data/interiors/white_chocolate.png data/interiors/contrib/chocolate_house.dif data/interiors/contrib/chocolate_car.dif data/interiors/contrib/chocolate_lamp_post.dif data/shapes/chocolate/chocolate_bar.dts data/shapes/chocolate/chocolate_nar.png data/terrains/chocolate_terrain1.jpg data/terrains/chocolate_terrain2.jpg data/textures/skies/chocolate_sky.dml data/textures/skies/chocolate_sky1.jpg data/textures/skies/chocolate_sky2.jpg data/textures/skies/chocolate_sky3.jpg data/textures/skies/chocolate_sky4.jpg data/textures/skies/chocolate_sky5.jpg
Note that interior textures must go in
but interiors (
.dif files) should go in
where subdirectory is usually contrib, but can be anything, such as chocolate.
If you have created new content that isn't listed here such as lighting, sounds, or scripts, then look in the
unf files that come with Legends (data.unf, sounds.unf, scripts.unf) for the correct path.