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Advice on modding

Posted: Fri Nov 02, 2007 2:43 pm
by Vic
You can chose to mod and make like a graphics pack that overwrites the existing graphics. That is how modding is usually done. But for AT my advice is to make an alternate masterfile and just add a new directory to the graphics directory. This way people can select that masterfile from the random game menu or change the masterfile of a scenario in the editor.

This way you can keep your mods easily seperated without having to mess around with overwriting and deleting files.

Also you can combine graphics and rule changes this way in one easy alternate masterfile.

The way to then distribute a graphics mod is to zip:
graphics/alternategrapicsdir
scenarios/alternate.masterfile

and make sure that if a player unpacks it in the bin directory everything unpacks to the right place.

kind regards,
Vic

RE: Advice on modding

Posted: Fri Nov 02, 2007 3:01 pm
by GJK
Would you have to edit each scenario to use the alternate masterfile so that it points to a modded graphics folder? And I'm guessing "no", but can the masterfile be edited using a text editor or do you have to go through the game editor only?

RE: Advice on modding

Posted: Fri Nov 02, 2007 3:05 pm
by Vic
the generic.masterfile is actually a scenario.
 
if another scenario uses the generic.masterfile it means that if a player loads that scenario, the settings from generic.masterfile automaticly overwrite that scenario.
 
You can edit the generic.masterfile or save it as a different masterfile. you can set where each graphic is to be loaded from in your alternate masterfile.
 
To see how this works download for example Tolkinesque or Colonial or ACW from the scenariobank on the community site.
 
kind regards,
Vic
 

RE: Advice on modding

Posted: Fri Nov 02, 2007 3:13 pm
by Matto
And exists any way, how to generate Random scenario from non default masterfile ? Lets say Great War or Tolkien World ?

RE: Advice on modding

Posted: Fri Nov 02, 2007 3:31 pm
by Vic
Its possible, but that alternate masterfile must be setup correctly to give the random scenario creator the right info. Its gets this through a number of rulevars that can be set. So yes. And thats another way why it is smart to make a graphic mod by cloning the generic.masterfile and replacing the graphics. it gives the player of random games the chance to choose which graphics to use. Players of normal scenario will have to go into the editor and change the masterfile of a scenario (in settings subscreen) before starting the scenario.

RE: Advice on modding

Posted: Fri Nov 02, 2007 3:35 pm
by Matto
Sounds great ... hope, that modders will use it ...[/align] [/align]I tryed use Great War masterfile for Random scenario. Some errors were displayed, but generaly it works ...[/align]

RE: Advice on modding

Posted: Fri Nov 02, 2007 3:42 pm
by Vic
I think i might need to spend some time in writing some simple tutorials on editing and modding. :)

RE: Advice on modding

Posted: Fri Nov 02, 2007 3:56 pm
by elmerlee
Vic- I think this is the best thing you could do right now for a great game.

It seems to me the interest here is teriffic and the more new senarios that users make the more the word will spread.

To me an editor tutorial is the ONLY thing that might be missing from the game.

RE: Advice on modding

Posted: Fri Nov 02, 2007 4:01 pm
by NickGen
Vic, are you the graphic designer ? I make for now a graphic mod and i have some questions....
How hex transition work ? i want to make new terrain with transition, like sea water...or forest...[:)]
can you give me some advices ?
 

RE: Advice on modding

Posted: Sat Nov 03, 2007 7:30 am
by Vic
i did the original graphics and steve ford redid most of them.
 
i have very little time right now to answer in detail ( have to go to conference) but the terrain transitions if you want them work with 64 sprites you can set for a landscape type that are used to overdraw neighbouring hexes depending on the ammount of that landscape type. Sea Sea for example and check the 64 for sprites.