Editing Modding

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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 !
}}
}}
</div>
</div>
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* make sure you are logged as registered user. If not register (upper right)
* 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.
* 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.
* Now outside of OW, create in the newly created Your_game_working_dir/Mods/YOUR_MOD an Infos subfolder.
* In game MODS -> MANAGE tab, you can now select your mod ON and OFF
* 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.
* 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 to start by downloading a working 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.


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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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.
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.
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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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