Instructions for playing custom maps in Meccha Chameleon

Instructions for playing custom maps in Meccha Chameleon

Instructions for playing custom maps in Meccha Chameleon

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One of the best features of Meccha Chameleon is the player-created maps. Below is how to play custom maps in Meccha Chameleon.

The process is a bit more complicated than just building a level and hitting the publish button. The Custom Meccha Chameleon map need to be created inside the mod kit, properly packaged, and prepared in the Steam Workshop before they can be shared with the world.

How to create and upload custom maps into Meccha Chameleon game

Open Mod Kit and create Plugin

Before starting, make sure you’re using Unreal Engine 5.6.1, as the Meccha Chameleon mod kit is built for that version. Open the downloaded plugin. After opening the project, create a new content-only plugin by navigating to Edit > Plugins > Add > Content Only Plugin. Give the plugin a unique name, as you will need it later in the packaging process.

Make sure to have compatible Unreal

Create custom maps

Inside your personal plugins folder, create a folder called Maps, then create a new level inside. This level will be the map loaded by Meccha Chameleon when the player uses your mod.

Custom maps must be used World Partitionand turn off the option Enable Streaming in the menu World Settings. They are necessary settings for the map to function correctly when packaged.

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Enter File > New Level > Basic to start working on a simple grid. Use plugins Fab Find usable objects and structures.

When designing levels, remember that players spawn at X=0, Y=0, and Z=100. If you are building a larger environment, it is best to expand from this location. To avoid camera problems, walls and other solid surfaces should use a collision configuration CameraBlockWallso that the camera cannot penetrate them.

Packaging map

Once you complete the map, open it Legacy Project Launcher (located on button Platforms at the top). Here, you need to create two packaging configurations:

FullGame configuration needs to match the following settings:

  • Cook > By the Book > Cooked Platforms: Windows (also select ‘Create release version of game for distribution’ and name it 1.0).
  • Ppackage > Package & store locally > Tich Is this built for distribution to the public > Select Use container files for optimized loading (I/O Store).
  • Deploy > Do not deploy

For MyMod configuration, enter the name of the plugin you created in the DLC name field to build. This tells the project what content should be packaged as mods.

  • Cook > By the Book > Cooked Platforms: Windows (also select Create a release version of the game for distribution and name it 1.0).
  • Package > Package & store locally > Select Is this built for distribution to the public > Select Use container files for optimized loading (I/O Store).
  • Deploy > Do not deploy

Once configured, pack it up FullGame first, then packaged MyMod by clicking Launch this profile. Avoid changing any project settings between these two packages, as doing so may cause packaging errors.

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Packaged map in Meccha Chameleon

Prepare Workshop files

Once the packaging process is complete, create a folder to store the files that will be uploaded to Steam Workshop.

Navigate to the plugin’s packaged output folder and copy the .pak, .ucas and .utoc files generated during the build process. You also need to copy AssetRegistry.bin from the Cooked folder. Finally, create a thumbnail image named Preview.png and place it in the same folder.

After this step, your upload folder will contain the packaged mod files, AssetRegistry.bin and Preview.png. These are the files Steam Workshop needs to distribute your map.

Set up SteamCMD

Meccha Chameleon uses SteamCMD to upload to the Workshop. Download SteamCMD, extract the files and launch steamcmd.exe. Once opened, sign in with your Steam account credentials.

The mod kit includes one file Sample.vdf serves as upload configuration. Copy this file and edit the necessary fields. You need to specify the upload folder location, location of Preview.png, title of the mod, and its description.

Leave the appid as is and do not edit the publishedfileid when creating a new upload.

Upload mods to Steam Workshop

After configuring the VDF file, return to SteamCMD and run the command workshop_build_item, Points to the newly created VDF file. SteamCMD will package the information and upload it to Steam Workshop.

If the upload completes successfully, your mod will appear on Steam Workshop and can be registered like any other item on the Workshop. If the upload fails, double check that all required files are present.

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After successfully uploading the mod, your custom Meccha Chameleon map is ready for players to download and enjoy.

How to play custom maps in Meccha Chameleon

From the main menu, click Maps in the lower left corner of the screen. This will open Meccha Chameleon’s Steam Workshop page, where you’ll find all the maps created by the community.

Take a look at the list and find a map you like, then click Subscribe on that map’s Workshop page. Steam will automatically download the map. Once the download is complete, create a server as usual in the Meccha Chameleon game, and the new map will be available for you to choose from.

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