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'''So you enjoy OW and would like to mod it ?'''
'''So you enjoy OW and would like to mod it ?'''  
<div align=left>__TOC__</div>
 
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{{SectionTemplate
{{SectionTemplate
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| 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/  
* Get a taste of the discussions in '''#modding''' channel in '''Old World Discord''' which will be from now on your favourite channel !
* Some of the discussions in '''#modding''' channel in '''Old World Discord''' which will be from now on your favourite channel !
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| 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.
But in order to create it, we advise you take the following steps
 
* in OW start menu go to the Mods screen
* make sure you are logged as registered user. If not register (upper right)
* Then go in UPLOAD tab and CREATE NEW MOD. Fill the information. It will create the folder and a ModInfo.xml profile file. No need to upload build as you yet have none.
* click the OPEN MOD FOLDER (or locate it outside of OW, as the newly created Your_game_working_dir/Mods/YOUR_MOD). Into YOUR_MOD folder, create an Infos subfolder.
* In game MODS -> MANAGE tab, you can now select your mod ON and OFF
* mod.io platform can sometimes be a bit tricky. Make sure to go step by step, in order to successfully register as a user and then create mod profile. If any error check in [https://oldworld.mod.io/ The Old World mod.io site] if your mod is registered. @Dale is managing the mod.io site so in case of doubt contact him on discord.
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Best practise is to start by installing an existing mod doing something similar to what you want your mod to do, then use it as a reference to copy and edit the same files in your mod.
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
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THEN starts the fun : Debugging !
THEN starts the fun : Debugging !


Launch OW, then go in Mods, and activate your mod. Return to start screen.
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]]
You may want to use the [[OW XML Tags Reference]]
Once you have no error, create a new game an test your mod. It is always better to test a new version with a new game as some aspects do NOT update if loaded from a save file. Depending on the mod you may need the Game Editor to add quickly units or improvement. This is where you can start to tweak your mod and see the results.
If you are satisfied with your tests, now you can go to the MODS screen, UPLOAD tab, and UPLOAD BUILD to get users and feedback.
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| 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, Old World is developed with Unity 2020 3 14f1 so this is the one you want to install
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.
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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 correct version of Unity's TextMeshPro (TMP) package, which is currently 3.06. 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.
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

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