Index

Mod Making Help - Basics

Creating Buildings

Adding Sound Acks to a squad

Mod Making Help

Major Pain has written a HOW TO, that explains the basic principles of understanding the files, in structure and meaning. It further explains how to change a skin and how to pitch the xml settings of a unit.

Basically, you could get
xml and dds files from the original data.pak file, but if you're about to use the ResEditor to create new objects or units, you will need the Recourse Kit, this is unfortunetaly too big to post here. It contains the type and tga files that are needed by the ResEditor.

The best way to understand the
xml files, is to open existing ones and study them.



Creating Buildings

Tangram has written a tutorial on the basics of modding a building.

Another QuickGuide created by myself, explains this rocket science in 4 simple steps and might get you to a better understanding using the ResEditor functions. Unzip and open the tutorial.htm using a browser.

Once you have managed to create a house, you'll see that making a
SimpleObject or TerraObject is even easier. Creating humans, models and such is, however, more complicated.




Adding Sound Acks to a squad or unit

Once i was asked to add sounds to some squads and i considered this to be easy...
At first, the xml tree setup is somewhat confusing, but i'll try to explain this with the next example of Greek units.



In the above picture, take good notice of the folder tree setup.

The
Sounds/Ack folder needs to have a acks.xml file: this file needs no changing however, it only contains the basic information/definitions what sound/ack needs to be called upon in what situation. You can simply copy this file from the original data.pak file.

Next, the
Sounds/Ack folder needs a folder of your party, Greek in this example. In this folder, you can create Artillery, Auto, Aviation, Infantry, Tank and/or Train folders. Each folder needs a xml file like f.e. Artillery.xml in the Sounds/Ack/Greek folder. (Nevermind that in the pic, i have a Auto.xml, but no folder: it was in process at that time).
These
xml files hold the information/definitions of which type of unit will use what sound. In there, you can set your path to the name of the sound and set its probability.
At this point, bear in mind that Artillery uses different
Type settings than Tanks or Aviation. Obviously, a repair truck will use different acks than a Infantry unit. In this little text file, you can find what Type of ack is used by which unit.
You can also simply copy these
xml files from the original data.pak file and change their paths. Take care that the paths refer to the name of the sound.

So, finally, we come to the sound file itself:
Name your sounds whatever you want, but i have tried to keep it logic. For example, i have a sound file named
GRK_arty_noAmmo1.wav. Each sound needs another xml file containing the definition of the SoundPath. Again, take care to refer to only the name of the sound, so in this case <SoundPath>Sounds\Ack\Greek\Artillery\GRK_arty_noAmmo_1</SoundPath>, instead of using .wav.

The naming and reference paths are a bit confusing as well:
My
Sounds/Ack/Greek/Artillery folder thus contains the sound GRK_arty_noAmmo1.wav, together with a GRK_arty_noAmmo1.xml that refers to the earlier SoundPath from above: only the name of the sound!
The
Artillery.xml file from the Sounds/Ack/Greek folder however, refers to these sounds like <Sound>ack_greek_arty_noammo_1</Sound>, beware of this! A bit strange, but the way it is.
Still in this xml file, you can set the
probability of sounds in percentage. If you have f.e. 4 different sounds for a Negative Ack, they would be used all 4 equally when their percentage is set to 25. Giving them each a percentage of 10, would mean you'd hear no sound in 60% of the cases.

In the end, the last step is to conclude your references in the
ModObjects list of your mod. And it is here where the reference to the name makes sense:


 

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