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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.
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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.
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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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