simplest way too...
#1
Posté 28 juillet 2013 - 10:17
#2
Posté 28 juillet 2013 - 11:36
http://social.biowar...eating_a_module
#3
Posté 29 juillet 2013 - 02:30
MerAnne wrote...
Unfortunately, I have to advise that you start at the beginning.... Sure, there are probably 'quick and dirty' ways to do it, but if you want to 'do more later' it is best (in my opinion) to start at the beginning.
http://social.biowar...eating_a_module
Yes I've been working on that but they all seem dedicated to mods that are independent of the single player mod. I'm finding it rather confusing
#4
Posté 29 juillet 2013 - 03:25
#5
Posté 29 juillet 2013 - 09:16
DarthParametric. I've been trying to learn to do 'new stuff' recently and have seen a LOT of your comments/input. Thank you. Comments that you (and others) made 3 years ago or more are still helping others!
#6
Posté 29 juillet 2013 - 05:38
DarthParametric wrote...
Just make sure your module extends the single player module, as described explicitly in the wiki page MerAnne linked to. That will make the SP resources show up in your module in the toolset, and allow your module to add content to the main campaign.
I'm not stupid. Whenever I try the hierarchy thing everything is greyed out If I ignore hierarchy and just go with making single player the active mod it opens everything in read only.
#7
Posté 29 juillet 2013 - 10:50
You might want to create your own scripts rather than altering the core game scripts. But if you want to alter core game files, then you need to check the asset out first - then you can edit it.
#8
Posté 30 juillet 2013 - 11:45
#9
Posté 31 juillet 2013 - 01:23
What I said in 'non-programmer' was.... Create your own scripts, dlg files, utc files etc that are specific to your module. If you alter the core game resources and make a mistake, you might have to uninstall everything and start over just to get the game to work again.
If you right click on a file that already exists, you have the option to 'check out' a file. Checking it out makes it editable. I STRONGLY suggest that you don't alter ANY files this way until you have a thorough understanding of the toolset.
Having read your bio on Nexus, please apologize to DarthParametric. He is one of the best. His statement wasn't to say that you are 'stupid' simply 'uneducated'. Uneducated can be corrected; stupid is a way of life.
#10
Posté 31 juillet 2013 - 02:51
As MerAnne alluded to, creating your own module as an addin to the SP campaign rather than using the SP module and avoiding modifying core content directly is really something of an imperative. Bad things can happen otherwise. The first step then is to set up a new module. You indicated issues getting that to work. Perhaps start by recounting your steps so we can identify the problem.
#11
Posté 31 juillet 2013 - 06:25
So the general idea is if you want to modify something in the game, you find the SP item you wish to modify, make the changes and export it. It will then override the game's original item.
Modifié par DahliaLynn, 31 juillet 2013 - 06:27 .
#12
Posté 01 août 2013 - 02:50
DahliaLynn wrote...
I think the confusion here is that you may be thinking that by creating a new module you won't be able to affect the single player game which isn't true. When you create a new module, add single player in the hierarchy and extend the module to single player, what ever you create/export will affect the Single player campaign itself without actually changing the original (core) item. This "override" gives modders the ability to try various things without it being destructive.
So the general idea is if you want to modify something in the game, you find the SP item you wish to modify, make the changes and export it. It will then override the game's original item.
The issue is that I can't seem to add single player in the heirarchy. It's all greyed out i40.tinypic.com/2mzdzqd.jpg
#13
Posté 01 août 2013 - 03:33
#14
Posté 01 août 2013 - 08:11
Modifié par DahliaLynn, 01 août 2013 - 08:41 .
#15
Posté 01 août 2013 - 11:54
#16
Posté 02 août 2013 - 08:40
As you start working with the toolset these things will become clearer.
#17
Posté 04 août 2013 - 08:32
DahliaLynn wrote...
Think of the module you're creating as your unique "working environment" which when correctly set up will allow you to create assets that can be added on to Single Player. Keep in mind that you don't need to create a new module for every item you create/modify a single item (at this stage).
As you start working with the toolset these things will become clearer.
Ok um... what do I do when lightmaping won't work.
#18
Posté 04 août 2013 - 08:36
#19
Posté 04 août 2013 - 11:04
#20
Posté 04 août 2013 - 11:05
#21
Posté 04 août 2013 - 11:36
#22
Posté 05 août 2013 - 03:14
You need the 32bit version, even if you are running a 64bit version of Windows.
#23
Posté 05 août 2013 - 04:56
#24
Posté 05 août 2013 - 05:25
PYTHONPATH
with a value of
C:\\Python25\\;C:\\Python25\\DLLs\\;C:\\Python25\\Lib\\;C:\\Python25\\Lib\\lib-tk;
assuming Python installed in the default location.
#25
Posté 05 août 2013 - 07:22
Perhaps I should just uninstall active state then re install the simple python? but where do I put the win 32 extensions?





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