Keeper_of_faith's MC40 model contains the following file Or if you chose not to down load that fine then just read ahead Now let down load Keeper_of_faith's MC40 model it a good place to start to start as it has hard points to show you a way to code them (to get this model go to the site below) Now that’s the basic files need in all mod’s for FOC Now you need the Mt_commandbar files (contains all your icons) so go back to the Source file in the mod file and follow this path to get to it Source/data/textures now that you in textures look for both of these file Mt_commandbar.MTD and Mt_commandbar.tga and make copies of both this file in put them in your_mod’s texture file Now we will need a copy of the GameObjectFiles.xml it is located in the mod/Source/data/xml (Source is put in the mod file by the map editor) just look through the xml files till you find the file or press "G" on your keyboard to take you to the files starting with "G" now make copy of that xml and put it in your_mod’s xml file So make a copy of MasterTextFile_ENGLISH in put it in you TEXT file in your_mod (MasterTextFile_ENGLISH* contains all the text line for the game ie unit name, description and so on) *if yours is a different languish use that Master Text File (I will refer to it as the “MasterTextFile” from here on out) (FOC version) open Star Wars Empire at War Forces of Corruption/data/Text you should it there now (EAW version) open Star Wars Empire at War/GameData/data/Text you should it there now Your going to need to make a copy of the MasterTextFile_ENGLISH file it is found (STARTING OFF IN THE LUCAS ARTS FILE) Now to populate some basic items in every mod Now you have the skeleton file structure used in all mods for FOC Go back in open SCIPTS folder and make the a folder called AI then open it and make 2 more folders called LandMode and SpaceMode Now open the ART folder and make these 2 files MODELS, & TEXTURES Now in the mod file of your game make new file and call it what ever you want (this will be you mod I’ll refer to it as your_mod from now on) in that file make a file called DATA then open it in this file make the following 4-5 files ART, XML, TEXT, SCIPTS, and AUDIO if you're going to add any custom sounds in Now you should have all the textures, models, maps, and xmls in the game When there done if you have FOC we need to extract them to do that click file/ open then click the one level up button 2 times this should bring you to your Lucas arts file then open you Star Wars Empire at War Forces of Corruption/data and select the textures, model, or maps meg and extract then, do the same for the other meg files needed. Now that that is done we need to extract all of the textures, models and maps to do that start up the eaw extractor tell it to extract these three file models, textures, and maps 'this will give you the models, textures, & maps of eaw only' (might take some time depending on your pc). Install all the tools if you have not yet but leave the xmls files compiled and put them in a safe place (there only if you miss up an original xml by forgetting to copy it 'done it a few times') String editor (this is what will alow you to change unit def and names) XV: Create your short cut an clean up the unwanted fileįirst go to all this sites and down load the requited items form them there the tools you’ll need.Įaw and/or foc map editor depends on what game you haveįoc xml or eaw xml (don't need eaw if you down load foc's) IX: Making the break off props for the hard points VIII: Making the game see the new Hard Point xml VI: Looking at the model and starting the coding III: Starting the mod building file structure Mod tutorial for Star Wars: Empire at War / Force of Corruption Tutorial for beginners on how to start a FOC mod (CAN BE USED TO MOD FOR FOC AND BIT FOR AN EAW MOD)
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