Editing Modding
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
'''So you enjoy OW and would like to mod it ?''' | '''So you enjoy OW and would like to mod it ?''' | ||
<div class="middle2"> | <div class="middle2"> | ||
{{SectionTemplate | {{SectionTemplate | ||
Line 7: | Line 6: | ||
| title = First Step : Read | | title = First Step : Read | ||
| content = * A must read is Dale's excellent tutorials at http://dales.world/ | | content = * A must read is Dale's excellent tutorials at http://dales.world/ | ||
* | * Some of the discussions in '''#modding''' channel in '''Old World Discord''' which will be from now on your favourite channel ! | ||
}} | }} | ||
</div> | </div> | ||
Line 16: | Line 15: | ||
| title = Second Step : Create a first mod | | title = Second Step : Create a first mod | ||
| content = * First, understand the following : Old World does NOT read asset from files on your hard disk (except the files in the mods). All assets and XML files used by the main game are taken from ASSET BUNDLES and loaded at start. Modifying the (...)Epic Games/Old World/Reference/XML/ files will have NO EFFECT (They are just ... well, reference). | | content = * First, understand the following : Old World does NOT read asset from files on your hard disk (except the files in the mods). All assets and XML files used by the main game are taken from ASSET BUNDLES and loaded at start. Modifying the (...)Epic Games/Old World/Reference/XML/ files will have NO EFFECT (They are just ... well, reference). | ||
* So the only way to mod is through a (...)/Mods/Your_Mod folder. | * So the only way to mod is through a (...)/Mods/Your_Mod folder. Now create it in Your_game_working_dir/Mods/. Create an Infos subfolder inside it. And use the game interface to register your mod in mod.io (no need to upload it yet). This will create a ModInfo.xml file in your mod folder and will allow you to toggle your mod on. | ||
}} | }} | ||
</div> | </div> | ||
Line 42: | Line 33: | ||
Best practise is to | Best practise is starting to download a working mod doing something similar to what you want your mod to do, then use it as a reference to copy/edit the same files in your mod. | ||
All text info is usually contained in a text-original_name-suffix.xml into <Language>your text here</Language> tags | All text info is usually contained in a text-original_name-suffix.xml into <Language>your text here</Language> tags | ||
Line 48: | Line 39: | ||
THEN starts the fun : Debugging ! | THEN starts the fun : Debugging ! | ||
Start OW, then go in Mods, and activate your mod. Return to start screen. | |||
Open Your_game_working_dir/Logs/output.txt and check for errors... | Open Your_game_working_dir/Logs/output.txt and check for errors... | ||
Solve them one by one...[[Debugging your mod]] | Solve them one by one...[[Debugging your mod]] | ||
}} | }} | ||
</div> | </div> | ||
Line 67: | Line 52: | ||
| title = Fourth Step : start playing with Unity to add Sprites (Images) | | title = Fourth Step : start playing with Unity to add Sprites (Images) | ||
| content = | | content = | ||
As of today, | As of today, OW is built with Unity 2020 3 1f1 so this is the one you want to have | ||
You will need also some image editor. Use your favourite and if you have none use [http://gimp.org Gimp] ;-) All images should be in PNG format, if possible sized to multiples of 4 pixels. | You will need also some image editor. Use your favourite and if you have none use [http://gimp.org Gimp] ;-) All images should be in PNG format, if possible sized to multiples of 4 pixels. | ||
Line 77: | Line 62: | ||
Create a new Unity project named YOUR_MOD. Best practise is to have a different project for every mod you do. Then close Unity, delete your YOUR_MOD/ folder contents and paste/extract the OW Assets Template into it (following Dale's instructions). Restart Unityhub, add the YOUR_MOD project and start it. | Create a new Unity project named YOUR_MOD. Best practise is to have a different project for every mod you do. Then close Unity, delete your YOUR_MOD/ folder contents and paste/extract the OW Assets Template into it (following Dale's instructions). Restart Unityhub, add the YOUR_MOD project and start it. | ||
First you will need to install the | First you will need to install the last version of Unity's TextMeshPro (TMP) package. If you never used unity before, read some tutorials about how to do that. Once TMP installed, use menu to install the TMP basic components also. | ||
Now you should have your system ready to follow Dale's instructions in http://dales.world/CustomAssets.html | Now you should have your system ready to follow Dale's instructions in http://dales.world/CustomAssets.html |